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2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Three six-sided dice. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions, one from their bottom right to the top right, the other from their bottom left to their top left. Pieces begin on the board, five each on the sixth, seventh, and eighth point in their track. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. A piece cannot move to a point that is occupied by more than one of the opponent's pieces. If a piece lands on a point occupied by a single piece belonging to the opponent, the opponent's piece is removed from the board and must enter again from the beginning of the player's track. A piece may be borne off the board when a throw is greater than the number of points left on the board. The first player to bear all of their pieces off the board wins.
(game "Imperial" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P1 directed:True) (track "Track2" {19 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P2 directed:True)} use:Vertex) (dice num:3) (map {(pair 1 19) (pair 2 6)}) (piece "Disc" Each)}) (rules (start {(place Stack "Disc1" 10 count:5) (place Stack "Disc1" 11 count:5) (place Stack "Disc1" 12 count:5) (place Stack "Disc2" 23 count:5) (place Stack "Disc2" 24 count:5) (place Stack "Disc2" 25 count:5)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:(pips)) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Three six-sided dice. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions, one from their bottom right to the top right, the other from their bottom left to their top left. Pieces begin on the board, five each on the sixth, seventh, and eighth point in their track. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. A piece cannot move to a point that is occupied by more than one of the opponent's pieces. If a piece lands on a point occupied by a single piece belonging to the opponent, the opponent's piece is removed from the board and must enter again from the beginning of the player's track. A piece may be borne off the board when a throw is greater than the number of points left on the board. The first player to bear all of their pieces off the board wins. ###Ludii (game "Imperial" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P1 directed:True) (track "Track2" {19 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P2 directed:True)} use:Vertex) (dice num:3) (map {(pair 1 19) (pair 2 6)}) (piece "Disc" Each)}) (rules (start {(place Stack "Disc1" 10 count:5) (place Stack "Disc1" 11 count:5) (place Stack "Disc1" 12 count:5) (place Stack "Disc2" 23 count:5) (place Stack "Disc2" 24 count:5) (place Stack "Disc2" 25 count:5)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:(pips)) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Pieces begin on the leftmost point on their opponent's side of the board. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. When doubles are thrown, the player may move the value of one of the die (n), n times (e.g., double sixes allows a player to move 6 six times, double twos allow a player to move 2 twice). Each player progresses in a clockwise direction around the board, to bear off upon reaching the final point on the opposite side of the board from which the player started. This first piece must reach the opposite quadrant of the board from where it started before the player may enter any other pieces. In the quadrant where the players enter their pieces, that player may only have two or more pieces on a point on a maximum of two points. When a piece lands on a point occupied by a single opponent's piece, The opponent's piece is removed from the board and must enter the board again. When all of the player's pieces have entered the opposite quadrant from the one in which they entered, they may begin to bear off. The first player to bear off all their pieces wins. It is considered a double win if the player bears off all their pieces before the opponent bears off any.
(game "Jacquet de Versailles" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 13 14 15 16 17 18 20 21 22 23 24 25 12 11 10 9 8 7 5 4 3 2 1 0} P1 directed:True) (track "Track2" {19 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P2 directed:True)} use:Vertex) (dice num:2) (piece "Disc" Each) (map {(pair 1 6) (pair 2 19)}) (regions "Home" P1 {13 14 15 16 17 18}) (regions "Home" P2 {12 11 10 9 8 7}) (regions "OppositeQuadrant" P1 {0 1 2 3 4 5}) (regions "OppositeQuadrant" P2 {20 21 22 23 24 25})}) (rules (start {(place Stack "Disc1" 13 count:15) (place Stack "Disc2" 12 count:15)}) (play (do (do (if (not (is Prev Mover)) (roll)) next:(if (all DiceEqual) (forEach Site (sites Occupied by:Mover) (if (and (= (trackSite Move from:(site) steps:(/ (count Pips) 2)) -1) (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "OppositeQuadrant")))) (move Remove (site)) (if (or (!= (site) (trackSite Move from:(mapEntry (mover)) steps:1)) (and (= (site) (trackSite Move from:(mapEntry (mover)) steps:1)) (or {(all Sites (difference (sites Board) (trackSite Move from:(mapEntry (mover)) steps:1)) if:(!= (who at:(site)) (mover))) (is Occupied (mapEntry (mover))) (< (size Stack at:(trackSite Move from:(mapEntry (mover)) steps:1)) 14) (not (all Sites (sites Mover "OppositeQuadrant") if:(!= (who at:(site)) (mover))))}))) (move (from (site)) (to (trackSite Move from:(site) steps:(/ (count Pips) 2)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (next))))))))) (then (if (< (value Player Mover) (- (/ (count Pips) 2) 1)) (and (moveAgain) (if (< (value Player Mover) 0) (set Value Mover 1) (set Value Mover (+ 1 (value Player Mover))))) (set Value Mover 0)))) (forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (and (= (trackSite Move from:(site) steps:(pips)) -1) (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "OppositeQuadrant")))) (move Remove (site)) (if (or (!= (site) (trackSite Move from:(mapEntry (mover)) steps:1)) (and (= (site) (trackSite Move from:(mapEntry (mover)) steps:1)) (or {(all Sites (difference (sites Board) (trackSite Move from:(mapEntry (mover)) steps:1)) if:(!= (who at:(site)) (mover))) (is Occupied (mapEntry (mover))) (< (size Stack at:(trackSite Move from:(mapEntry (mover)) steps:1)) 14) (not (all Sites (sites Mover "OppositeQuadrant") if:(!= (who at:(site)) (mover))))}))) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (next)))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) ifAfterwards:(<= (count Sites in:(forEach (intersection (sites Occupied by:Mover) (sites Mover "Home")) if:(>= (size Stack at:(site)) 2))) 2))) (end {(if (no Pieces Mover) (byScore {(score P1 (if (is Mover P1) (if (= (size Stack in:(sites Occupied by:P2)) 15) 2 1) 0)) (score P2 (if (is Mover P2) (if (= (size Stack in:(sites Occupied by:P1)) 15) 2 1) 0))}))})))
###Description 2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Pieces begin on the leftmost point on their opponent's side of the board. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. When doubles are thrown, the player may move the value of one of the die (n), n times (e.g., double sixes allows a player to move 6 six times, double twos allow a player to move 2 twice). Each player progresses in a clockwise direction around the board, to bear off upon reaching the final point on the opposite side of the board from which the player started. This first piece must reach the opposite quadrant of the board from where it started before the player may enter any other pieces. In the quadrant where the players enter their pieces, that player may only have two or more pieces on a point on a maximum of two points. When a piece lands on a point occupied by a single opponent's piece, The opponent's piece is removed from the board and must enter the board again. When all of the player's pieces have entered the opposite quadrant from the one in which they entered, they may begin to bear off. The first player to bear off all their pieces wins. It is considered a double win if the player bears off all their pieces before the opponent bears off any. ###Ludii (game "Jacquet de Versailles" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 13 14 15 16 17 18 20 21 22 23 24 25 12 11 10 9 8 7 5 4 3 2 1 0} P1 directed:True) (track "Track2" {19 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P2 directed:True)} use:Vertex) (dice num:2) (piece "Disc" Each) (map {(pair 1 6) (pair 2 19)}) (regions "Home" P1 {13 14 15 16 17 18}) (regions "Home" P2 {12 11 10 9 8 7}) (regions "OppositeQuadrant" P1 {0 1 2 3 4 5}) (regions "OppositeQuadrant" P2 {20 21 22 23 24 25})}) (rules (start {(place Stack "Disc1" 13 count:15) (place Stack "Disc2" 12 count:15)}) (play (do (do (if (not (is Prev Mover)) (roll)) next:(if (all DiceEqual) (forEach Site (sites Occupied by:Mover) (if (and (= (trackSite Move from:(site) steps:(/ (count Pips) 2)) -1) (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "OppositeQuadrant")))) (move Remove (site)) (if (or (!= (site) (trackSite Move from:(mapEntry (mover)) steps:1)) (and (= (site) (trackSite Move from:(mapEntry (mover)) steps:1)) (or {(all Sites (difference (sites Board) (trackSite Move from:(mapEntry (mover)) steps:1)) if:(!= (who at:(site)) (mover))) (is Occupied (mapEntry (mover))) (< (size Stack at:(trackSite Move from:(mapEntry (mover)) steps:1)) 14) (not (all Sites (sites Mover "OppositeQuadrant") if:(!= (who at:(site)) (mover))))}))) (move (from (site)) (to (trackSite Move from:(site) steps:(/ (count Pips) 2)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (next))))))))) (then (if (< (value Player Mover) (- (/ (count Pips) 2) 1)) (and (moveAgain) (if (< (value Player Mover) 0) (set Value Mover 1) (set Value Mover (+ 1 (value Player Mover))))) (set Value Mover 0)))) (forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (and (= (trackSite Move from:(site) steps:(pips)) -1) (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "OppositeQuadrant")))) (move Remove (site)) (if (or (!= (site) (trackSite Move from:(mapEntry (mover)) steps:1)) (and (= (site) (trackSite Move from:(mapEntry (mover)) steps:1)) (or {(all Sites (difference (sites Board) (trackSite Move from:(mapEntry (mover)) steps:1)) if:(!= (who at:(site)) (mover))) (is Occupied (mapEntry (mover))) (< (size Stack at:(trackSite Move from:(mapEntry (mover)) steps:1)) 14) (not (all Sites (sites Mover "OppositeQuadrant") if:(!= (who at:(site)) (mover))))}))) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (next)))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) ifAfterwards:(<= (count Sites in:(forEach (intersection (sites Occupied by:Mover) (sites Mover "Home")) if:(>= (size Stack at:(site)) 2))) 2))) (end {(if (no Pieces Mover) (byScore {(score P1 (if (is Mover P1) (if (= (size Stack in:(sites Occupied by:P2)) 15) 2 1) 0)) (score P2 (if (is Mover P2) (if (= (size Stack in:(sites Occupied by:P1)) 15) 2 1) 0))}))})))
2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Pieces begin on the leftmost point on their opponent's side of the board. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. When doubles are thrown, the player plays the throw twice. Each player progresses in a clockwise direction around the board, to bear off upon reaching the final point on the opponent's side of the board. One piece must reach the opposite quadrant of the board from where it entered before the player may place more than one piece on a point. When a piece lands on a point occupied by a single opponent's piece, the opponent's piece is removed from the board and must enter the board again. When all of the player's pieces have entered the opposite quadrant from the one in which they entered, they may begin to bear off. The first player to bear off all their pieces wins.
(game "Jacquet" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 13 14 15 16 17 18 20 21 22 23 24 25 12 11 10 9 8 7 5 4 3 2 1 0} P1 directed:True) (track "Track2" {19 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P2 directed:True)} use:Vertex) (dice num:2) (piece "Disc" Each) (map {(pair 1 6) (pair 2 19)}) (regions "Home" P1 {13 14 15 16 17 18}) (regions "Home" P2 {12 11 10 9 8 7}) (regions "OppositeQuadrant" P1 {0 1 2 3 4 5}) (regions "OppositeQuadrant" P2 {20 21 22 23 24 25})}) (rules (start {(place Stack "Disc1" 13 count:15) (place Stack "Disc2" 12 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die replayDouble:True if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (and (= (trackSite Move from:(site) steps:(pips)) -1) (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "OppositeQuadrant")))) (move Remove (site)) (if (if (!= (site) (trackSite Move from:(mapEntry (mover)) steps:1)) True (or {(all Sites (difference (sites Board) (trackSite Move from:(mapEntry (mover)) steps:1)) if:(!= (who at:(site)) (mover))) (is Occupied (mapEntry (mover))) (< (size Stack at:(trackSite Move from:(mapEntry (mover)) steps:1)) 14) (not (all Sites (sites Mover "OppositeQuadrant") if:(!= (who at:(site)) (mover))))})) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (next)))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Pieces begin on the leftmost point on their opponent's side of the board. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. When doubles are thrown, the player plays the throw twice. Each player progresses in a clockwise direction around the board, to bear off upon reaching the final point on the opponent's side of the board. One piece must reach the opposite quadrant of the board from where it entered before the player may place more than one piece on a point. When a piece lands on a point occupied by a single opponent's piece, the opponent's piece is removed from the board and must enter the board again. When all of the player's pieces have entered the opposite quadrant from the one in which they entered, they may begin to bear off. The first player to bear off all their pieces wins. ###Ludii (game "Jacquet" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 13 14 15 16 17 18 20 21 22 23 24 25 12 11 10 9 8 7 5 4 3 2 1 0} P1 directed:True) (track "Track2" {19 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P2 directed:True)} use:Vertex) (dice num:2) (piece "Disc" Each) (map {(pair 1 6) (pair 2 19)}) (regions "Home" P1 {13 14 15 16 17 18}) (regions "Home" P2 {12 11 10 9 8 7}) (regions "OppositeQuadrant" P1 {0 1 2 3 4 5}) (regions "OppositeQuadrant" P2 {20 21 22 23 24 25})}) (rules (start {(place Stack "Disc1" 13 count:15) (place Stack "Disc2" 12 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die replayDouble:True if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (and (= (trackSite Move from:(site) steps:(pips)) -1) (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "OppositeQuadrant")))) (move Remove (site)) (if (if (!= (site) (trackSite Move from:(mapEntry (mover)) steps:1)) True (or {(all Sites (difference (sites Board) (trackSite Move from:(mapEntry (mover)) steps:1)) if:(!= (who at:(site)) (mover))) (is Occupied (mapEntry (mover))) (< (size Stack at:(trackSite Move from:(mapEntry (mover)) steps:1)) 14) (not (all Sites (sites Mover "OppositeQuadrant") if:(!= (who at:(site)) (mover))))})) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (next)))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left. Two six-sided die. Each player has 15 pieces. Each player's fifteen pieces begin on the first point of their track. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. If doubles are rolled, the player must play the number on each die twice. Play begins with each player throwing the dice. The player who obtains the higher number goes first, except when doubles are thrown, then the opponent must throw higher doubles. The player who wins the opening throw moves the opponent's pieces according to the value of this throw. Play then continues as usual. A piece cannot land on a space occupied by one of the opponent's pieces. Pieces move around the board to the opposite quadrants from the player's starting position. Players may bear a piece off the board once it reaches one of the final six points on the board. Until all of the player's remaining pieces are on the final six points, the player may only bear off a piece on one of the final six spaces by throwing exactly one more than the number of remaining points. The player who bears off all of their pieces wins. The winning player's score equals the number of the opponent's pieces which are left on the board. In addition, whenever a player is unable to move and the opponent is able to, the opponent gains five points. Play continues until one player's score reaches 31.
(match "Julbahar" (players 2) (games (subgame "JulbaharSubgame" result:(score Mover))) (end {(if (>= (matchScore P1) 31) (result P1 Win)) (if (>= (matchScore P2) 31) (result P2 Win))}))
###Description The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left. Two six-sided die. Each player has 15 pieces. Each player's fifteen pieces begin on the first point of their track. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. If doubles are rolled, the player must play the number on each die twice. Play begins with each player throwing the dice. The player who obtains the higher number goes first, except when doubles are thrown, then the opponent must throw higher doubles. The player who wins the opening throw moves the opponent's pieces according to the value of this throw. Play then continues as usual. A piece cannot land on a space occupied by one of the opponent's pieces. Pieces move around the board to the opposite quadrants from the player's starting position. Players may bear a piece off the board once it reaches one of the final six points on the board. Until all of the player's remaining pieces are on the final six points, the player may only bear off a piece on one of the final six spaces by throwing exactly one more than the number of remaining points. The player who bears off all of their pieces wins. The winning player's score equals the number of the opponent's pieces which are left on the board. In addition, whenever a player is unable to move and the opponent is able to, the opponent gains five points. Play continues until one player's score reaches 31. ###Ludii (match "Julbahar" (players 2) (games (subgame "JulbaharSubgame" result:(score Mover))) (end {(if (>= (matchScore P1) 31) (result P1 Win)) (if (>= (matchScore P2) 31) (result P2 Win))}))
One horizontal row of eleven squares, the central square marked with an X. From this central square, extending vertically, eleven more squares, making a row of twelve in total. The fifth square and the final square in this row are marked with an X. An arc of five squares extend left and down from the final square of the vertical row. From the fifth row of the vertical row, a square with twelve squares per side. The corner squares are marked with an X, the central two squares of the left, right, and top side are marked with one X across both squares. Two or four players; when there are four players they play on two teams of two. Three cowrie shells per player, used as pieces. Six cowrie shells used as dice; the throws = the number of mouths that land face up. Players move their pieces onto the board and around the circuit according to the throws of the cowries. Teams start on opposite ends of the bottom row of squares, up the vertical line to the square, in opposite directions around the square, then up the remaining part of the vertical row and down the arc, and off the board. When a piece lands on a space occupied by an opponent's piece, the opponent's piece is sent back and must enter the board again. Pieces are safe from being sent back if they rest on a marked square. The first team to remove all of their pieces from the board wins. The game involves 4 players.
(game "Kawade Kelia" (players 4) (equipment {(board (merge {(rectangle 1 12) (shift 3.5 3.25 (scale 1 1.5 (rotate 90 (rectangle 1 4)))) (shift 0 7 (rectangle 1 12)) (shift -5.5 12.5 (rotate 90 (rectangle 1 12))) (shift 2.5 10.5 (rotate 90 (rectangle 1 6))) (shift 5.5 12.5 (rotate 90 (rectangle 1 12))) (shift 0 18 (rectangle 1 11)) (shift 1 11 (rotate 45 (rectangle 1 4))) (shift 5 13 (graph vertices:{{0 0} {0 1} {-0.94 0.26} {-0.23 -0.44}} edges:{{0 1} {1 2} {2 3} {3 0}}))}) {(track "Track1" "71,0,E5,N5,E,N,W,S,E5,N,WSW,SW,End" P1 directed:True) (track "Track2" "72,11,W6,N5,W,N,E,S,W6,N,WSW,SW,End" P2 directed:True) (track "Track3" "73,0,E5,N5,E,N,W,S,E5,N,WSW,SW,End" P3 directed:True) (track "Track4" "74,11,W6,N5,W,N,E,S,W6,N,WSW,SW,End" P4 directed:True)}) (piece "Paddle" Each (if (= (trackSite Move steps:(count Pips)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(count Pips)) -1) (if (or {(is Empty (trackSite Move steps:(count Pips))) (is Friend (who at:(trackSite Move steps:(count Pips)))) (and (is Enemy (who at:(trackSite Move steps:(count Pips)))) (not (is In (trackSite Move steps:(count Pips)) (sites "Protect"))))}) (move (from (from) level:(level)) (to (trackSite Move steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to)))))))))))) (dice d:2 from:0 num:6) (hand Each) (regions "Protect" (sites {5 17 19 27 41 57 46 62 63 34 35 51 52}))}) (rules (start {(place Stack "Paddle1" (handSite P1) count:3) (place Stack "Paddle2" (handSite P2) count:3) (place Stack "Paddle3" (handSite P3) count:3) (place Stack "Paddle4" (handSite P4) count:3) (set Team 1 {P1 P3}) (set Team 2 {P2 P4})}) (play (do (roll) next:(or (forEach Piece) (forEach Piece container:(mover) top:True)))) (end {(if (no Pieces TeamMover) (result TeamMover Win))})))
###Description One horizontal row of eleven squares, the central square marked with an X. From this central square, extending vertically, eleven more squares, making a row of twelve in total. The fifth square and the final square in this row are marked with an X. An arc of five squares extend left and down from the final square of the vertical row. From the fifth row of the vertical row, a square with twelve squares per side. The corner squares are marked with an X, the central two squares of the left, right, and top side are marked with one X across both squares. Two or four players; when there are four players they play on two teams of two. Three cowrie shells per player, used as pieces. Six cowrie shells used as dice; the throws = the number of mouths that land face up. Players move their pieces onto the board and around the circuit according to the throws of the cowries. Teams start on opposite ends of the bottom row of squares, up the vertical line to the square, in opposite directions around the square, then up the remaining part of the vertical row and down the arc, and off the board. When a piece lands on a space occupied by an opponent's piece, the opponent's piece is sent back and must enter the board again. Pieces are safe from being sent back if they rest on a marked square. The first team to remove all of their pieces from the board wins. The game involves 4 players. ###Ludii (game "Kawade Kelia" (players 4) (equipment {(board (merge {(rectangle 1 12) (shift 3.5 3.25 (scale 1 1.5 (rotate 90 (rectangle 1 4)))) (shift 0 7 (rectangle 1 12)) (shift -5.5 12.5 (rotate 90 (rectangle 1 12))) (shift 2.5 10.5 (rotate 90 (rectangle 1 6))) (shift 5.5 12.5 (rotate 90 (rectangle 1 12))) (shift 0 18 (rectangle 1 11)) (shift 1 11 (rotate 45 (rectangle 1 4))) (shift 5 13 (graph vertices:{{0 0} {0 1} {-0.94 0.26} {-0.23 -0.44}} edges:{{0 1} {1 2} {2 3} {3 0}}))}) {(track "Track1" "71,0,E5,N5,E,N,W,S,E5,N,WSW,SW,End" P1 directed:True) (track "Track2" "72,11,W6,N5,W,N,E,S,W6,N,WSW,SW,End" P2 directed:True) (track "Track3" "73,0,E5,N5,E,N,W,S,E5,N,WSW,SW,End" P3 directed:True) (track "Track4" "74,11,W6,N5,W,N,E,S,W6,N,WSW,SW,End" P4 directed:True)}) (piece "Paddle" Each (if (= (trackSite Move steps:(count Pips)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(count Pips)) -1) (if (or {(is Empty (trackSite Move steps:(count Pips))) (is Friend (who at:(trackSite Move steps:(count Pips)))) (and (is Enemy (who at:(trackSite Move steps:(count Pips)))) (not (is In (trackSite Move steps:(count Pips)) (sites "Protect"))))}) (move (from (from) level:(level)) (to (trackSite Move steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to)))))))))))) (dice d:2 from:0 num:6) (hand Each) (regions "Protect" (sites {5 17 19 27 41 57 46 62 63 34 35 51 52}))}) (rules (start {(place Stack "Paddle1" (handSite P1) count:3) (place Stack "Paddle2" (handSite P2) count:3) (place Stack "Paddle3" (handSite P3) count:3) (place Stack "Paddle4" (handSite P4) count:3) (set Team 1 {P1 P3}) (set Team 2 {P2 P4})}) (play (do (roll) next:(or (forEach Piece) (forEach Piece container:(mover) top:True)))) (end {(if (no Pieces TeamMover) (result TeamMover Win))})))
2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. The players enter their pieces on the board on the points corresponding to the throws of the dice. A player who rolls a number corresponding to a point on the opponent's side of the board that contains a piece should remove the piece from the opponent's point, which must be reentered. If the player fails to do so, they lose instantly. Otherwise, players continue to place their pieces until all are on the board, and they then bear the pieces off from the same quadrant of the board. The first player to bear off all their pieces wins.
(game "Ketch-Dolt" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {26 12 11 10 9 8 7} P1 directed:True) (track "Track2" {27 25 24 23 22 21 20} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (or (if (is Empty (handSite Mover)) (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) "Track" steps:(pips)) -1) (do (if (if (is Mover P1) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P2) "Track2" steps:(- (pips) 1)))) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P1) "Track1" steps:(- (pips) 1))))) (trigger "ShouldCapture" Mover)) next:(move Remove (from)))) (then (if (not (all DiceUsed)) (moveAgain))))) (forEach Die if:(!= (pips) 0) (or (if (if (is Mover P1) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P2) "Track2" steps:(- (pips) 1)))) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P1) "Track1" steps:(- (pips) 1))))) (move (from (if (is Mover P1) (trackSite Move from:(mapEntry "Start" P2) "Track2" steps:(- (pips) 1)) (trackSite Move from:(mapEntry "Start" P1) "Track1" steps:(- (pips) 1)))) (to (handSite Next)))) (move (from (from)) (to (trackSite Move from:(from) "Track" steps:(pips)) (apply (if (if (is Mover P1) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P2) "Track2" steps:(- (pips) 1)))) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P1) "Track1" steps:(- (pips) 1))))) (trigger "ShouldCapture" Mover)))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (hand Each) (map "Start" {(pair P1 12) (pair P2 25)})}) (rules (start {(place Stack "Disc1" (handSite P1) count:15) (place Stack "Disc2" (handSite P2) count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (forEach Piece) (forEach Piece container:(mover))))) (end {(if (is Triggered "ShouldCapture" P1) (result P1 Loss)) (if (is Triggered "ShouldCapture" P2) (result P2 Loss)) (if (no Pieces Mover) (result Mover Win))})))
###Description 2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. The players enter their pieces on the board on the points corresponding to the throws of the dice. A player who rolls a number corresponding to a point on the opponent's side of the board that contains a piece should remove the piece from the opponent's point, which must be reentered. If the player fails to do so, they lose instantly. Otherwise, players continue to place their pieces until all are on the board, and they then bear the pieces off from the same quadrant of the board. The first player to bear off all their pieces wins. ###Ludii (game "Ketch-Dolt" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {26 12 11 10 9 8 7} P1 directed:True) (track "Track2" {27 25 24 23 22 21 20} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (or (if (is Empty (handSite Mover)) (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) "Track" steps:(pips)) -1) (do (if (if (is Mover P1) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P2) "Track2" steps:(- (pips) 1)))) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P1) "Track1" steps:(- (pips) 1))))) (trigger "ShouldCapture" Mover)) next:(move Remove (from)))) (then (if (not (all DiceUsed)) (moveAgain))))) (forEach Die if:(!= (pips) 0) (or (if (if (is Mover P1) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P2) "Track2" steps:(- (pips) 1)))) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P1) "Track1" steps:(- (pips) 1))))) (move (from (if (is Mover P1) (trackSite Move from:(mapEntry "Start" P2) "Track2" steps:(- (pips) 1)) (trackSite Move from:(mapEntry "Start" P1) "Track1" steps:(- (pips) 1)))) (to (handSite Next)))) (move (from (from)) (to (trackSite Move from:(from) "Track" steps:(pips)) (apply (if (if (is Mover P1) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P2) "Track2" steps:(- (pips) 1)))) (= 1 (size Stack at:(trackSite Move from:(mapEntry "Start" P1) "Track1" steps:(- (pips) 1))))) (trigger "ShouldCapture" Mover)))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (hand Each) (map "Start" {(pair P1 12) (pair P2 25)})}) (rules (start {(place Stack "Disc1" (handSite P1) count:15) (place Stack "Disc2" (handSite P2) count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (forEach Piece) (forEach Piece container:(mover))))) (end {(if (is Triggered "ShouldCapture" P1) (result P1 Loss)) (if (is Triggered "ShouldCapture" P2) (result P2 Loss)) (if (no Pieces Mover) (result Mover Win))})))
Played on a board with 36 holes arranged in a square, with a gap in the center of each side. There are two semi circles of five holes on the outside of two opposite corners of the board. The central space of these semicircles is marked. One or two pieces per player. Four stick dice are used, with one marked side. Each die is marked differently for a different value: 4, 6, 14, 15. The throws are as follows: All marked sides up = 5; three marked sides up = 3; two marked sides up = 2, one marked side up = the value of the marked side; zero marked sides up = 10. Players’ pieces enter on the branching arcs. The second piece cannot enter before the first one leaves the arc. Players move in opposite directions around the board. If a player lands on the same spot as the opponent, the opponent’s piece is removed from the board and must re-enter. Player must make an exact throw to get a piece off the board. The player to get both of their pieces around the board, and then to reach the marked space with an exact throw. When a piece is in the hole before the marked space, they may throw anything but 14 or 15 to exit the board. The first player to remove their piece(s) from the board wins. Each player has 2 pieces.
(game "Kints" (players 2) (equipment {(board (add (merge {(shift -1.25 -0.34 (rotate 30 (rectangle 6 1))) (rectangle 1 5) (rectangle 5 1) (shift 0 6 (rectangle 5 1)) (shift 0 10 (rectangle 1 5)) (shift 7 0 (rectangle 1 5)) (shift 7 10 (rectangle 1 5)) (shift 11 0 (rectangle 5 1)) (shift 11 6 (rectangle 5 1)) (shift 12.25 5.33 (rotate 30 (rectangle 6 1)))}) edges:{{13 14} {22 28} {37 36} {9 23}}) {(track "Track1" "46,5,SSE,N,E,S,W,NNW2,End" P1 directed:True) (track "Track2" "47,41,NNW,W,S,E,N,SSE2,End" P2 directed:True)} use:Vertex) (regions "AllSites" (sites Board)) (regions "Arc" P1 (sites {1 2 3 4 5})) (regions "Arc" P2 (sites {41 42 43 44 45})) (dice d:2 facesByDie:{{0 4} {0 6} {0 14} {0 15}} num:4) (piece "Marker" Each (if (or (!= (from) (handSite Mover)) (and (= (from) (handSite Mover)) (all Sites (sites Occupied by:Mover) if:(not (is In (site) (sites Mover "Arc")))))) (if (= (trackSite Move steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from)) (if (!= (trackSite Move steps:(mapEntry "Throw" (count Pips))) -1) (if (not (is Friend (who at:(trackSite Move steps:(mapEntry "Throw" (count Pips)))))) (move (from) (to (trackSite Move steps:(mapEntry "Throw" (count Pips))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))))) (hand Each) (map "Throw" {(pair 0 10) (pair 39 5) (pair 24 3) (pair 25 3) (pair 35 3) (pair 33 3) (pair 10 2) (pair 18 2) (pair 19 2) (pair 20 2) (pair 21 2) (pair 29 2)})}) (rules (start (place "Marker" "Hand" count:2)) (play (do (roll) next:(or (forEach Piece) (forEach Piece container:(mover))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description Played on a board with 36 holes arranged in a square, with a gap in the center of each side. There are two semi circles of five holes on the outside of two opposite corners of the board. The central space of these semicircles is marked. One or two pieces per player. Four stick dice are used, with one marked side. Each die is marked differently for a different value: 4, 6, 14, 15. The throws are as follows: All marked sides up = 5; three marked sides up = 3; two marked sides up = 2, one marked side up = the value of the marked side; zero marked sides up = 10. Players’ pieces enter on the branching arcs. The second piece cannot enter before the first one leaves the arc. Players move in opposite directions around the board. If a player lands on the same spot as the opponent, the opponent’s piece is removed from the board and must re-enter. Player must make an exact throw to get a piece off the board. The player to get both of their pieces around the board, and then to reach the marked space with an exact throw. When a piece is in the hole before the marked space, they may throw anything but 14 or 15 to exit the board. The first player to remove their piece(s) from the board wins. Each player has 2 pieces. ###Ludii (game "Kints" (players 2) (equipment {(board (add (merge {(shift -1.25 -0.34 (rotate 30 (rectangle 6 1))) (rectangle 1 5) (rectangle 5 1) (shift 0 6 (rectangle 5 1)) (shift 0 10 (rectangle 1 5)) (shift 7 0 (rectangle 1 5)) (shift 7 10 (rectangle 1 5)) (shift 11 0 (rectangle 5 1)) (shift 11 6 (rectangle 5 1)) (shift 12.25 5.33 (rotate 30 (rectangle 6 1)))}) edges:{{13 14} {22 28} {37 36} {9 23}}) {(track "Track1" "46,5,SSE,N,E,S,W,NNW2,End" P1 directed:True) (track "Track2" "47,41,NNW,W,S,E,N,SSE2,End" P2 directed:True)} use:Vertex) (regions "AllSites" (sites Board)) (regions "Arc" P1 (sites {1 2 3 4 5})) (regions "Arc" P2 (sites {41 42 43 44 45})) (dice d:2 facesByDie:{{0 4} {0 6} {0 14} {0 15}} num:4) (piece "Marker" Each (if (or (!= (from) (handSite Mover)) (and (= (from) (handSite Mover)) (all Sites (sites Occupied by:Mover) if:(not (is In (site) (sites Mover "Arc")))))) (if (= (trackSite Move steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from)) (if (!= (trackSite Move steps:(mapEntry "Throw" (count Pips))) -1) (if (not (is Friend (who at:(trackSite Move steps:(mapEntry "Throw" (count Pips)))))) (move (from) (to (trackSite Move steps:(mapEntry "Throw" (count Pips))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))))) (hand Each) (map "Throw" {(pair 0 10) (pair 39 5) (pair 24 3) (pair 25 3) (pair 35 3) (pair 33 3) (pair 10 2) (pair 18 2) (pair 19 2) (pair 20 2) (pair 21 2) (pair 29 2)})}) (rules (start (place "Marker" "Hand" count:2)) (play (do (roll) next:(or (forEach Piece) (forEach Piece container:(mover))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, with spaces as points, divided in two. Fifteen pieces per player, which start stacked, two on the players' first three points and three in the next three points. Two six-sided dice. Players unstack the pieces by moving pieces off of the stack, but remaining on the same point, according to the throws of the dice. The value of the throw indicates the number of the point which can be unstacked. For example, a throw of 1 and 4 allows the player to unstack the pieces on points 1 and 4. Doubles allow the player to unstack all pieces on that point. The player then bears off the pieces from this quadrant of the board. Players bear off the pieces in the same manner as they were unstacked. The first player to bear off all their pieces wins.
(game "Kiz Tavlasi" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {7 8 9 10 11 12} P1 directed:True) (track "Track2" {18 17 16 15 14 13} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (move (from) (to (trackSite Move steps:(pips))))))) (map "StartTrack" {(pair P1 7) (pair P2 18)})}) (rules (start {(place Stack "Disc1" (sites {7 8 9}) count:2) (place Stack "Disc1" (sites {10 11 12}) count:3) (place Stack "Disc2" (sites {13 14 15}) count:3) (place Stack "Disc2" (sites {16 17 18}) count:2)}) phases:{(phase "UnStacking" (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (or (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 0) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (if (= 3 (size Stack at:(last To))) (forEach Level (last To) (set State at:(last To) level:(level) 1)) (forEach Level (last To) (set State at:(last To) level:(level) 2))) (if (not (all DiceUsed)) (moveAgain)))))) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 1) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 2)) (if (not (all DiceUsed)) (moveAgain)))))))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (or (= (state at:(site)) 0) (= (state at:(site)) 1)))) "BearingOff")) (phase "BearingOff" (play (do (if (or (all DiceEqual) (not (is Prev Mover))) (roll)) next:(forEach Piece top:True) (then (if (not (all DiceUsed)) (moveAgain))))) (end (if (no Pieces Mover) (result Mover Win))))}))
###Description 2x12 board, with spaces as points, divided in two. Fifteen pieces per player, which start stacked, two on the players' first three points and three in the next three points. Two six-sided dice. Players unstack the pieces by moving pieces off of the stack, but remaining on the same point, according to the throws of the dice. The value of the throw indicates the number of the point which can be unstacked. For example, a throw of 1 and 4 allows the player to unstack the pieces on points 1 and 4. Doubles allow the player to unstack all pieces on that point. The player then bears off the pieces from this quadrant of the board. Players bear off the pieces in the same manner as they were unstacked. The first player to bear off all their pieces wins. ###Ludii (game "Kiz Tavlasi" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {7 8 9 10 11 12} P1 directed:True) (track "Track2" {18 17 16 15 14 13} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (move (from) (to (trackSite Move steps:(pips))))))) (map "StartTrack" {(pair P1 7) (pair P2 18)})}) (rules (start {(place Stack "Disc1" (sites {7 8 9}) count:2) (place Stack "Disc1" (sites {10 11 12}) count:3) (place Stack "Disc2" (sites {13 14 15}) count:3) (place Stack "Disc2" (sites {16 17 18}) count:2)}) phases:{(phase "UnStacking" (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (or (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 0) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (if (= 3 (size Stack at:(last To))) (forEach Level (last To) (set State at:(last To) level:(level) 1)) (forEach Level (last To) (set State at:(last To) level:(level) 2))) (if (not (all DiceUsed)) (moveAgain)))))) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 1) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 2)) (if (not (all DiceUsed)) (moveAgain)))))))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (or (= (state at:(site)) 0) (= (state at:(site)) 1)))) "BearingOff")) (phase "BearingOff" (play (do (if (or (all DiceEqual) (not (is Prev Mover))) (roll)) next:(forEach Piece top:True) (then (if (not (all DiceUsed)) (moveAgain))))) (end (if (no Pieces Mover) (result Mover Win))))}))
Each player begins at the end of one of the "wings" on the board. Two pieces per player. Moves are determined by the throw of two sticks with a rounded side and a flat side. Rolls are as follows: two round sides up= 1, one flat and one round =2, two flat sides =3, plus another throw. Players move their pieces the appropriate number of spaces onto the board. When a piece is in the central four spaces of the main part of the board, pieces may be taken. A piece is taken when the opponent lands on the same space as a piece, sending it back to the beginning. In these central four squares, the player may choose to proceed upward again either on the first or second space, but may not change direction again. A player may cross the "bridge" to the other four spaces by throwing a 3, always stopping on the first space after the bridge, regardless of whether thre . The player then may move to the space closest to them, if a roll allows, where they are safe, and then to the apex point of the board, where they may also be sent to start if the opponent lands there. From there, they must give an exact throw to exit the board. The first player to remove both of their pieces wins. The game is played again, and the first player to win three games is the winner. Rules from Seleucid.
(game "Knossos Game" (players 2) (equipment {(board (merge {(rectangle 1 4) (shift 1 1 (rectangle 1 2)) (shift 0 -2 (rectangle 3 1)) (shift 3 -2 (rectangle 3 1)) (shift 1.5 4 (scale 2 (rectangle 2 1))) (shift 0 5 (scale 3 (rectangle 1 2)))}) {(track "TrackBottom1" "14,6,7,0,1,4") (track "TrackBottom2" "15,8,9,3,2,5") (track "TrackOpposite1" "7,0,1,2,5") (track "TrackOpposite2" "9,3,2,1,4") (track "TrackCross1" "0,1,4,10,12,11") (track "TrackCross2" "3,2,5,10,13,11") (track "TrackTop1" "10,12,11,End") (track "TrackTop2" "10,13,11,End")} use:Vertex) (dice d:2 from:0 num:2) (piece "RoundPawn" Each (or {(if (= (trackSite Move "TrackBottom1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackBottom1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackBottom1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackBottom1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))) (if (= (trackSite Move "TrackBottom2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackBottom2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackBottom2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackBottom2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))) (if (= (trackSite Move "TrackOpposite1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackOpposite1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackOpposite1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackOpposite1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))) (if (= (trackSite Move "TrackOpposite2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackOpposite2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackOpposite2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackOpposite2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))) (if (is Mover P1) (if (= (trackSite Move "TrackTop1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackTop1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackTop1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackTop1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))) (if (= (trackSite Move "TrackTop2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackTop2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackTop2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackTop2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))) (if (and {(not (is Friend (who at:10))) (= 3 (if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (not (is In (from) (sites "TopSites")))}) (if (or (can Move (if (= (trackSite Move "TrackCross1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackCross1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackCross1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackCross1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))) (can Move (if (= (trackSite Move "TrackCross2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackCross2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackCross2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackCross2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))))) (move (from) (to 10 (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))})) (hand Each) (regions "TopSites" (sites {10 11 12 13}))}) (rules (start (place "RoundPawn" "Hand" count:2)) (play (do (roll) next:(or (forEach Piece) (forEach Piece container:(mover))) (then (if (no Pieces Mover) (and (addScore Mover 1) (if (!= (score Mover) 2) (and {(forEach Site (sites Occupied by:All container:"Board") (remove (site))) (if (!= 0 (who at:(handSite P1))) (remove (handSite P1))) (if (!= 0 (who at:(handSite P2))) (remove (handSite P2))) (add (piece (id "RoundPawn" P1)) (to (handSite P1)) count:2) (add (piece (id "RoundPawn" P2)) (to (handSite P2)) count:2)}))) (if (= 3 (if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (moveAgain)))))) (end (if (= (score Mover) 3) (result Mover Win)))))
###Description Each player begins at the end of one of the "wings" on the board. Two pieces per player. Moves are determined by the throw of two sticks with a rounded side and a flat side. Rolls are as follows: two round sides up= 1, one flat and one round =2, two flat sides =3, plus another throw. Players move their pieces the appropriate number of spaces onto the board. When a piece is in the central four spaces of the main part of the board, pieces may be taken. A piece is taken when the opponent lands on the same space as a piece, sending it back to the beginning. In these central four squares, the player may choose to proceed upward again either on the first or second space, but may not change direction again. A player may cross the "bridge" to the other four spaces by throwing a 3, always stopping on the first space after the bridge, regardless of whether thre . The player then may move to the space closest to them, if a roll allows, where they are safe, and then to the apex point of the board, where they may also be sent to start if the opponent lands there. From there, they must give an exact throw to exit the board. The first player to remove both of their pieces wins. The game is played again, and the first player to win three games is the winner. Rules from Seleucid. ###Ludii (game "Knossos Game" (players 2) (equipment {(board (merge {(rectangle 1 4) (shift 1 1 (rectangle 1 2)) (shift 0 -2 (rectangle 3 1)) (shift 3 -2 (rectangle 3 1)) (shift 1.5 4 (scale 2 (rectangle 2 1))) (shift 0 5 (scale 3 (rectangle 1 2)))}) {(track "TrackBottom1" "14,6,7,0,1,4") (track "TrackBottom2" "15,8,9,3,2,5") (track "TrackOpposite1" "7,0,1,2,5") (track "TrackOpposite2" "9,3,2,1,4") (track "TrackCross1" "0,1,4,10,12,11") (track "TrackCross2" "3,2,5,10,13,11") (track "TrackTop1" "10,12,11,End") (track "TrackTop2" "10,13,11,End")} use:Vertex) (dice d:2 from:0 num:2) (piece "RoundPawn" Each (or {(if (= (trackSite Move "TrackBottom1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackBottom1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackBottom1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackBottom1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))) (if (= (trackSite Move "TrackBottom2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackBottom2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackBottom2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackBottom2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))) (if (= (trackSite Move "TrackOpposite1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackOpposite1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackOpposite1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackOpposite1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))) (if (= (trackSite Move "TrackOpposite2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackOpposite2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackOpposite2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackOpposite2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))) (if (is Mover P1) (if (= (trackSite Move "TrackTop1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackTop1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackTop1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackTop1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))) (if (= (trackSite Move "TrackTop2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackTop2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackTop2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackTop2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))) (if (and {(not (is Friend (who at:10))) (= 3 (if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (not (is In (from) (sites "TopSites")))}) (if (or (can Move (if (= (trackSite Move "TrackCross1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackCross1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackCross1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackCross1" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))) (can Move (if (= (trackSite Move "TrackCross2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -2) (move Remove (from)) (if (and (!= (trackSite Move "TrackCross2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) -1) (not (is Friend (who at:(trackSite Move "TrackCross2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))))))) (move (from) (to (trackSite Move "TrackCross2" steps:(if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))))) (move (from) (to 10 (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))})) (hand Each) (regions "TopSites" (sites {10 11 12 13}))}) (rules (start (place "RoundPawn" "Hand" count:2)) (play (do (roll) next:(or (forEach Piece) (forEach Piece container:(mover))) (then (if (no Pieces Mover) (and (addScore Mover 1) (if (!= (score Mover) 2) (and {(forEach Site (sites Occupied by:All container:"Board") (remove (site))) (if (!= 0 (who at:(handSite P1))) (remove (handSite P1))) (if (!= 0 (who at:(handSite P2))) (remove (handSite P2))) (add (piece (id "RoundPawn" P1)) (to (handSite P1)) count:2) (add (piece (id "RoundPawn" P2)) (to (handSite P2)) count:2)}))) (if (= 3 (if (= 2 (count Pips)) 1 (if (= 1 (count Pips)) 2 3))) (moveAgain)))))) (end (if (= (score Mover) 3) (result Mover Win)))))
Two players. Four pieces per player, played with four stick dice. They are round on one side, flat on the other, and the round side of one has horizontal stripes, another has cross-hatching, the other two remaining blank. The throws are as follows: One flat side up = 1; two flat sides and at least one blank round side up = 2; two flat sides and both marked round sides up = 35; four flat sides up = 5; four round sides up = 10; three flat sides and one blank round side up = 3; three flat sides and cross-hatched round side up = 15; three flat sides and striped round side up = 20. The throw may only be applied to one piece. Pieces enter from the midpoint of the sides and proceed along the track in the middle, then back to the edge following that track and making a circuit of the board, returning back to the center when it has traveled along the entire perimeter. If a piece lands exactly on the points where the tracks cross in the center, the piece starts again from the beginning, but remains in the center of the board until it does so. The goal is for pieces to pass the points where the center tracks intersect after traveling all the way around the board with all four pieces. If a player lands on the same space as an opponent's piece, the opponent's piece must again start from the beginning.
(game "Kolica Atarakua" (players 2) (equipment {(board (add (merge {(rectangle 1 10) (shift 0 9 (rectangle 1 10)) (shift -1 -1 (square 2)) (shift 9 -1 (square 2)) (rectangle 10 1) (shift 9 0 (rectangle 10 1)) (shift -1 9 (square 2)) (shift 9 9 (square 2)) (shift 5 0 (rectangle 6 1)) (shift 0 5 (rectangle 1 6)) (shift 4 4 (rectangle 1 6)) (shift 4 4 (rectangle 6 1))}) vertices:{{1 1} {1 8} {8 1} {8 8} {4.5 4.5}}) {(track "Track1" "69,5,N,W,N,W,S,65,11,E,N,W,67,41,S,E,N,66,8,W,S,E,64,26,N4,E3,68,56" P1 directed:True) (track "Track2" "70,14,S,E,S,E,N,66,8,W,S,E,64,26,N,W,S,65,11,E,N,W,67,41,S4,W3,68,56" P2 directed:True)} use:Vertex) (dice d:2 from:0 num:4) (piece "Marker" Each (if (= (trackSite Move from:(from) steps:(if (= 1 (count Pips)) 1 (if (= 4 (count Pips)) 5 (if (= 0 (count Pips)) 10 (if (= 2 (count Pips)) (if (or (= 0 (face 73)) (= 0 (face 74))) 2 35) (if (or (= 0 (face 73)) (= 0 (face 74))) 3 (if (= 0 (face 71)) 20 15))))))) -1) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(if (= 1 (count Pips)) 1 (if (= 4 (count Pips)) 5 (if (= 0 (count Pips)) 10 (if (= 2 (count Pips)) (if (or (= 0 (face 73)) (= 0 (face 74))) 2 35) (if (or (= 0 (face 73)) (= 0 (face 74))) 3 (if (= 0 (face 71)) 20 15))))))) if:True (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level))))))))) (then (if (is In (last To) (sites "RemoveSites")) (fromTo (from (last To)) (to (handSite (mover))))))))) (hand Each) (regions "RemoveSites" (sites {51 56}))}) (rules (start {(place Stack "Marker1" (handSite P1) count:4) (place Stack "Marker2" (handSite P2) count:4)}) (play (do (roll) next:(or (forEach Piece) (forEach Piece container:(mover))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description Two players. Four pieces per player, played with four stick dice. They are round on one side, flat on the other, and the round side of one has horizontal stripes, another has cross-hatching, the other two remaining blank. The throws are as follows: One flat side up = 1; two flat sides and at least one blank round side up = 2; two flat sides and both marked round sides up = 35; four flat sides up = 5; four round sides up = 10; three flat sides and one blank round side up = 3; three flat sides and cross-hatched round side up = 15; three flat sides and striped round side up = 20. The throw may only be applied to one piece. Pieces enter from the midpoint of the sides and proceed along the track in the middle, then back to the edge following that track and making a circuit of the board, returning back to the center when it has traveled along the entire perimeter. If a piece lands exactly on the points where the tracks cross in the center, the piece starts again from the beginning, but remains in the center of the board until it does so. The goal is for pieces to pass the points where the center tracks intersect after traveling all the way around the board with all four pieces. If a player lands on the same space as an opponent's piece, the opponent's piece must again start from the beginning. ###Ludii (game "Kolica Atarakua" (players 2) (equipment {(board (add (merge {(rectangle 1 10) (shift 0 9 (rectangle 1 10)) (shift -1 -1 (square 2)) (shift 9 -1 (square 2)) (rectangle 10 1) (shift 9 0 (rectangle 10 1)) (shift -1 9 (square 2)) (shift 9 9 (square 2)) (shift 5 0 (rectangle 6 1)) (shift 0 5 (rectangle 1 6)) (shift 4 4 (rectangle 1 6)) (shift 4 4 (rectangle 6 1))}) vertices:{{1 1} {1 8} {8 1} {8 8} {4.5 4.5}}) {(track "Track1" "69,5,N,W,N,W,S,65,11,E,N,W,67,41,S,E,N,66,8,W,S,E,64,26,N4,E3,68,56" P1 directed:True) (track "Track2" "70,14,S,E,S,E,N,66,8,W,S,E,64,26,N,W,S,65,11,E,N,W,67,41,S4,W3,68,56" P2 directed:True)} use:Vertex) (dice d:2 from:0 num:4) (piece "Marker" Each (if (= (trackSite Move from:(from) steps:(if (= 1 (count Pips)) 1 (if (= 4 (count Pips)) 5 (if (= 0 (count Pips)) 10 (if (= 2 (count Pips)) (if (or (= 0 (face 73)) (= 0 (face 74))) 2 35) (if (or (= 0 (face 73)) (= 0 (face 74))) 3 (if (= 0 (face 71)) 20 15))))))) -1) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(if (= 1 (count Pips)) 1 (if (= 4 (count Pips)) 5 (if (= 0 (count Pips)) 10 (if (= 2 (count Pips)) (if (or (= 0 (face 73)) (= 0 (face 74))) 2 35) (if (or (= 0 (face 73)) (= 0 (face 74))) 3 (if (= 0 (face 71)) 20 15))))))) if:True (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level))))))))) (then (if (is In (last To) (sites "RemoveSites")) (fromTo (from (last To)) (to (handSite (mover))))))))) (hand Each) (regions "RemoveSites" (sites {51 56}))}) (rules (start {(place Stack "Marker1" (handSite P1) count:4) (place Stack "Marker2" (handSite P2) count:4)}) (play (do (roll) next:(or (forEach Piece) (forEach Piece container:(mover))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, with the spaces rendered as points, divided into half. Fifteen pieces per player, which begin on the rightmost point, with respect to the player, on the opposite side of the board from which they sit. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. A throw of doubles forces the player to play the throw twice. More than two pieces of the same player may not occupy a point on the starting side of the board. The player cannot move past the penultimate point on the opposite side of the board until five pieces have been moved from the starting point. A single opponent's piece may be removed from the board when a player's piece lands on it, and the opponent's piece must reenter the board. Pieces cannot move to a point occupied by two opponent's piece. A piece cannot reenter then board on a point occupied by another piece, whether belonging to the player or the opponent. When all of a player's pieces have reached the final quadrant of the board, the player may begin to remove them from the table. The player who bears off their pieces scores two points.
(game "Kotra" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17 18 19 20 21 22 23 -2} P1 directed:True) (track "Track2" {12 13 14 15 16 17 18 19 20 21 22 23 11 10 9 8 7 6 5 4 3 2 1 0 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die replayDouble:True if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (hand Each) (regions "FinalQuadrant" P1 (sites {18 19 20 21 22 23})) (regions "FinalQuadrant" P2 (sites {0 1 2 3 4 5})) (regions "StartingSide" P1 (sites {0 1 2 3 4 5 6 7 8 9 10 11})) (regions "StartingSide" P2 (sites {12 13 14 15 16 17 18 19 20 21 22 23})) (regions "AfterPenultimate" P1 (sites {23})) (regions "AfterPenultimate" P2 (sites {0})) (map "Entry" {(pair P1 11) (pair P2 12)})}) (rules (start {(place Stack "Disc1" 11 count:15) (place Stack "Disc2" 12 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (if (is Occupied (handSite Mover)) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (pips) 1)) if:(is Empty (to)))) (then (if (not (all DiceUsed)) (moveAgain))))) (forEach Piece top:True)) (then (if (no Pieces Mover) (set Score Mover 2))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, with the spaces rendered as points, divided into half. Fifteen pieces per player, which begin on the rightmost point, with respect to the player, on the opposite side of the board from which they sit. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. A throw of doubles forces the player to play the throw twice. More than two pieces of the same player may not occupy a point on the starting side of the board. The player cannot move past the penultimate point on the opposite side of the board until five pieces have been moved from the starting point. A single opponent's piece may be removed from the board when a player's piece lands on it, and the opponent's piece must reenter the board. Pieces cannot move to a point occupied by two opponent's piece. A piece cannot reenter then board on a point occupied by another piece, whether belonging to the player or the opponent. When all of a player's pieces have reached the final quadrant of the board, the player may begin to remove them from the table. The player who bears off their pieces scores two points. ###Ludii (game "Kotra" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17 18 19 20 21 22 23 -2} P1 directed:True) (track "Track2" {12 13 14 15 16 17 18 19 20 21 22 23 11 10 9 8 7 6 5 4 3 2 1 0 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die replayDouble:True if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (hand Each) (regions "FinalQuadrant" P1 (sites {18 19 20 21 22 23})) (regions "FinalQuadrant" P2 (sites {0 1 2 3 4 5})) (regions "StartingSide" P1 (sites {0 1 2 3 4 5 6 7 8 9 10 11})) (regions "StartingSide" P2 (sites {12 13 14 15 16 17 18 19 20 21 22 23})) (regions "AfterPenultimate" P1 (sites {23})) (regions "AfterPenultimate" P2 (sites {0})) (map "Entry" {(pair P1 11) (pair P2 12)})}) (rules (start {(place Stack "Disc1" 11 count:15) (place Stack "Disc2" 12 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (if (is Occupied (handSite Mover)) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (pips) 1)) if:(is Empty (to)))) (then (if (not (all DiceUsed)) (moveAgain))))) (forEach Piece top:True)) (then (if (no Pieces Mover) (set Score Mover 2))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, with spaces as points, divided in two. Fifteen pieces per player. Two six-sided die. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. The lowest value of the dice must be played; if it cannot, the player does not move. When a player throws doubles, they play the values on each die, as well as the values on the opposite side of the dice (I.e., double 6 if double 1 is thrown, 5 if 2, 3 if 4). However, the values on the bottom can only be played if all of the top values are played. The first double throw is only played once, but every subsequent double throw is played twice, and the top values must be played twice before using the bottom values. Bottom values do not have to be played, or only some of the bottom values may be played if the player wishes. In addition, an extra throw is granted for the second and subsequent throws of doubles. Players enter their pieces onto the same section of the board, and proceed around the board to the point opposite the starting point, and then off the board. A player may not land on a point with two or more of the opponent's pieces. A player's piece may land on a point with a single opponent's piece. The opponent's piece is removed from the board and must enter again. The first player to remove all of their pieces from the board wins.
(game "Lange Puff" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {26 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P1 directed:True) (track "Track2" {27 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die replayDouble:(= 1 (value Player Mover)) if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain) (if (= 1 (value Player Mover)) (if (and (all DiceEqual) (= 0 (size Array (values Remembered)))) (and (moveAgain) (set Var "PlayOpposite" 1))) (set Value Mover 1)))))) (hand Each)}) (rules (start {(place Stack "Disc1" (handSite P1) count:15) (place Stack "Disc2" (handSite P2) count:15)}) (play (do (if (or (is Pending) (not (is Prev Mover))) (roll)) next:(if (= 1 (var "PlayOpposite")) (or {(forEach Piece (forEach Value (values Remembered "Opposite") (if (= (trackSite Move from:(from) steps:(value)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) steps:(value)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply (and (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))) (forget Value "Opposite" (value)))))) (then (if (!= 0 (size Array (values Remembered "Opposite"))) (moveAgain) (and {(set Var "PlayOpposite" 0) (set Pending) (moveAgain)}))))) top:True) (forEach Piece container:(mover) (forEach Value (values Remembered "Opposite") (if (= (trackSite Move from:(from) steps:(value)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) steps:(value)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply (and (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))) (forget Value "Opposite" (value)))))) (then (if (!= 0 (size Array (values Remembered "Opposite"))) (moveAgain) (and {(set Var "PlayOpposite" 0) (set Pending) (moveAgain)}))))) top:True) (move Pass (then (and {(forget Value "Opposite" All) (set Var "PlayOpposite" 0) (set Pending) (moveAgain)})))}) (do (if (and {(= 0 (count MovesThisTurn)) (all DiceEqual) (= 1 (value Player Mover))}) (and (remember Value "Opposite" (- 7 (face 28))) (remember Value "Opposite" (- 7 (face 28))))) next:(or (forEach Piece top:True) (forEach Piece container:(mover) top:True)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, with spaces as points, divided in two. Fifteen pieces per player. Two six-sided die. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. The lowest value of the dice must be played; if it cannot, the player does not move. When a player throws doubles, they play the values on each die, as well as the values on the opposite side of the dice (I.e., double 6 if double 1 is thrown, 5 if 2, 3 if 4). However, the values on the bottom can only be played if all of the top values are played. The first double throw is only played once, but every subsequent double throw is played twice, and the top values must be played twice before using the bottom values. Bottom values do not have to be played, or only some of the bottom values may be played if the player wishes. In addition, an extra throw is granted for the second and subsequent throws of doubles. Players enter their pieces onto the same section of the board, and proceed around the board to the point opposite the starting point, and then off the board. A player may not land on a point with two or more of the opponent's pieces. A player's piece may land on a point with a single opponent's piece. The opponent's piece is removed from the board and must enter again. The first player to remove all of their pieces from the board wins. ###Ludii (game "Lange Puff" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {26 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P1 directed:True) (track "Track2" {27 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die replayDouble:(= 1 (value Player Mover)) if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain) (if (= 1 (value Player Mover)) (if (and (all DiceEqual) (= 0 (size Array (values Remembered)))) (and (moveAgain) (set Var "PlayOpposite" 1))) (set Value Mover 1)))))) (hand Each)}) (rules (start {(place Stack "Disc1" (handSite P1) count:15) (place Stack "Disc2" (handSite P2) count:15)}) (play (do (if (or (is Pending) (not (is Prev Mover))) (roll)) next:(if (= 1 (var "PlayOpposite")) (or {(forEach Piece (forEach Value (values Remembered "Opposite") (if (= (trackSite Move from:(from) steps:(value)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) steps:(value)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply (and (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))) (forget Value "Opposite" (value)))))) (then (if (!= 0 (size Array (values Remembered "Opposite"))) (moveAgain) (and {(set Var "PlayOpposite" 0) (set Pending) (moveAgain)}))))) top:True) (forEach Piece container:(mover) (forEach Value (values Remembered "Opposite") (if (= (trackSite Move from:(from) steps:(value)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) steps:(value)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply (and (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))) (forget Value "Opposite" (value)))))) (then (if (!= 0 (size Array (values Remembered "Opposite"))) (moveAgain) (and {(set Var "PlayOpposite" 0) (set Pending) (moveAgain)}))))) top:True) (move Pass (then (and {(forget Value "Opposite" All) (set Var "PlayOpposite" 0) (set Pending) (moveAgain)})))}) (do (if (and {(= 0 (count MovesThisTurn)) (all DiceEqual) (= 1 (value Player Mover))}) (and (remember Value "Opposite" (- 7 (face 28))) (remember Value "Opposite" (- 7 (face 28))))) next:(or (forEach Piece top:True) (forEach Piece container:(mover) top:True)))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Fifteen pieces per player. One player places fourteen of their pieces on the first point of the table to their right closest to them, with the other piece on the point opposite it on the other side of the board. The other player places three pieces on each of the four spots following the spot with the other player's fourteen, two on the spot following this, and one on the opposite end of the row of spots where the opponent's single piece is located. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Players move along the spaces of the board toward the spot where the first player's single piece is located, and from there they bear off. Pieces cannot be hit as in similar games. If a player cannot play the value on a die (or on both dice), the opponent may play it. The first player to bear off all of their pieces wins.
(game "Laquet" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) (track "Track1" {11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17 18 19 20 21 22 23} directed:True) use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (if (not (is Enemy (who at:(trackSite Move steps:(pips))))) (move (from) (to (trackSite Move steps:(pips))))))))}) (rules (start {(place Stack "Disc1" 11 count:14) (place Stack "Disc1" 23) (place Stack "Disc2" (sites {7 8 9 10}) count:3) (place Stack "Disc2" 6 count:2) (place Stack "Disc2" 12)}) (play (do (if (and (not (is Pending)) (not (is Prev Mover))) (roll)) next:(if (can Move (forEach Piece)) (forEach Piece top:True (then (if (not (all DiceUsed)) (moveAgain)))) (move Pass (then (set Pending)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Fifteen pieces per player. One player places fourteen of their pieces on the first point of the table to their right closest to them, with the other piece on the point opposite it on the other side of the board. The other player places three pieces on each of the four spots following the spot with the other player's fourteen, two on the spot following this, and one on the opposite end of the row of spots where the opponent's single piece is located. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Players move along the spaces of the board toward the spot where the first player's single piece is located, and from there they bear off. Pieces cannot be hit as in similar games. If a player cannot play the value on a die (or on both dice), the opponent may play it. The first player to bear off all of their pieces wins. ###Ludii (game "Laquet" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) (track "Track1" {11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17 18 19 20 21 22 23} directed:True) use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (if (not (is Enemy (who at:(trackSite Move steps:(pips))))) (move (from) (to (trackSite Move steps:(pips))))))))}) (rules (start {(place Stack "Disc1" 11 count:14) (place Stack "Disc1" 23) (place Stack "Disc2" (sites {7 8 9 10}) count:3) (place Stack "Disc2" 6 count:2) (place Stack "Disc2" 12)}) (play (do (if (and (not (is Pending)) (not (is Prev Mover))) (roll)) next:(if (can Move (forEach Piece)) (forEach Piece top:True (then (if (not (all DiceUsed)) (moveAgain)))) (move Pass (then (set Pending)))))) (end (if (no Pieces Mover) (result Mover Win)))))
Four 3x5 grids, arranged in four corners of a rectangular board. Three pieces per player. Five cowrie shells used as dice; the value of the throw equaling the number of the mouths which land face up. Players begin by entering their pieces onto the board from the square in the central row of the grid to their right. A single piece may be entered with a throw of 1, or all of the player's pieces may be entered with a throw of 5. Throws of 1 and 5 grant the player another throw, and pieces are moved only after all of the players throws are made. Play proceeds down the central row where the pieces entered, in an anti-clockwise direction until reaching the bottom right hand corner of the left grid, at which point the track continues on the opponent's side of the board from the top right corner of the left board (with respect to the current player), proceeding around the opponent's grids in an anti-clockwise direction until reaching the top left square of the opponent's right grid. At this point, the piece returns to the player's own right grid, on the bottom left corner, and proceeding in an anti-clockwise direction into the central row, and off the board once moving past the final space. When a player lands on a space occupied by an opponent's piece, the opponent's piece is removed from the board and must re-enter as before. Pieces are safe from being sent back when resting on the left two corners of each grid on the left and the right two corners of each grid on the right. The first player to remove all of their pieces from the board wins.
(game "Len Doat" (players 2) (equipment {(board (merge {(rectangle 3 5) (shift 7.5 0 (rectangle 3 5)) (shift 0 3.5 (rectangle 3 5)) (shift 7.5 3.5 (rectangle 3 5))}) {(track "Track1" "20,E,N,W,14,W,S,E,44,W,S,E,45,E,N,W,15,E,N1,W,End" P1 directed:True) (track "Track2" "39,W,S,E,45,E,N,W,15,E,N,W,14,W,S,E,44,W,S1,E,End" P2 directed:True)}) (dice d:2 from:0 num:5) (hand Each) (piece "Marker" Each (if (= (trackSite Move steps:(value Player Mover)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(value Player Mover)) -1) (if (if (not (is Enemy (who at:(trackSite Move steps:(value Player Mover))))) True (not (is In (trackSite Move steps:(value Player Mover)) (sites "Protect")))) (move (from) (to (trackSite Move steps:(value Player Mover)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)) count:(count at:(to))))) (then (if (or (= 1 (value Player Mover)) (= 5 (value Player Mover))) (and (moveAgain) (set Value Mover -2))))))))) (map "EntrySite" {(pair P1 (coord "F2")) (pair P2 (coord "E5"))}) (regions "Protect" (sites {"A1" "A3" "A4" "A6" "J1" "J3" "J4" "J6"}))}) (rules (start (place "Marker" "Hand" count:3)) (play (if (can Move (if (< (value Player Mover) 0) (do (roll) next:(if (= (value Player Mover) -2) (do (set Value Mover (count Pips)) next:(if (and (= (value Player Mover) 1) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) (then (and (moveAgain) (set Value Mover -2)))) (if (and (= (value Player Mover) 5) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) count:(count Cell at:(handSite Mover)) (then (and (moveAgain) (set Value Mover -2)))) (forEach Piece)) (then (if (!= (value Player Mover) -2) (set Value Mover -1))))) (move Pass (then (set Value Mover (count Pips)))))) (if (and (= (value Player Mover) 1) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) (then (and (moveAgain) (set Value Mover -2)))) (if (and (= (value Player Mover) 5) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) count:(count Cell at:(handSite Mover)) (then (and (moveAgain) (set Value Mover -2)))) (forEach Piece)) (then (if (!= (value Player Mover) -2) (set Value Mover -1)))))) (if (< (value Player Mover) 0) (do (roll) next:(if (= (value Player Mover) -2) (do (set Value Mover (count Pips)) next:(if (and (= (value Player Mover) 1) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) (then (and (moveAgain) (set Value Mover -2)))) (if (and (= (value Player Mover) 5) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) count:(count Cell at:(handSite Mover)) (then (and (moveAgain) (set Value Mover -2)))) (forEach Piece)) (then (if (!= (value Player Mover) -2) (set Value Mover -1))))) (move Pass (then (set Value Mover (count Pips)))))) (if (and (= (value Player Mover) 1) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) (then (and (moveAgain) (set Value Mover -2)))) (if (and (= (value Player Mover) 5) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) count:(count Cell at:(handSite Mover)) (then (and (moveAgain) (set Value Mover -2)))) (forEach Piece)) (then (if (!= (value Player Mover) -2) (set Value Mover -1))))) (move Pass (then (and (if (or (= 1 (value Player Mover)) (= 5 (value Player Mover))) (and (moveAgain) (set Value Mover -2))) (if (!= (value Player Mover) -2) (set Value Mover -1))))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description Four 3x5 grids, arranged in four corners of a rectangular board. Three pieces per player. Five cowrie shells used as dice; the value of the throw equaling the number of the mouths which land face up. Players begin by entering their pieces onto the board from the square in the central row of the grid to their right. A single piece may be entered with a throw of 1, or all of the player's pieces may be entered with a throw of 5. Throws of 1 and 5 grant the player another throw, and pieces are moved only after all of the players throws are made. Play proceeds down the central row where the pieces entered, in an anti-clockwise direction until reaching the bottom right hand corner of the left grid, at which point the track continues on the opponent's side of the board from the top right corner of the left board (with respect to the current player), proceeding around the opponent's grids in an anti-clockwise direction until reaching the top left square of the opponent's right grid. At this point, the piece returns to the player's own right grid, on the bottom left corner, and proceeding in an anti-clockwise direction into the central row, and off the board once moving past the final space. When a player lands on a space occupied by an opponent's piece, the opponent's piece is removed from the board and must re-enter as before. Pieces are safe from being sent back when resting on the left two corners of each grid on the left and the right two corners of each grid on the right. The first player to remove all of their pieces from the board wins. ###Ludii (game "Len Doat" (players 2) (equipment {(board (merge {(rectangle 3 5) (shift 7.5 0 (rectangle 3 5)) (shift 0 3.5 (rectangle 3 5)) (shift 7.5 3.5 (rectangle 3 5))}) {(track "Track1" "20,E,N,W,14,W,S,E,44,W,S,E,45,E,N,W,15,E,N1,W,End" P1 directed:True) (track "Track2" "39,W,S,E,45,E,N,W,15,E,N,W,14,W,S,E,44,W,S1,E,End" P2 directed:True)}) (dice d:2 from:0 num:5) (hand Each) (piece "Marker" Each (if (= (trackSite Move steps:(value Player Mover)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(value Player Mover)) -1) (if (if (not (is Enemy (who at:(trackSite Move steps:(value Player Mover))))) True (not (is In (trackSite Move steps:(value Player Mover)) (sites "Protect")))) (move (from) (to (trackSite Move steps:(value Player Mover)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)) count:(count at:(to))))) (then (if (or (= 1 (value Player Mover)) (= 5 (value Player Mover))) (and (moveAgain) (set Value Mover -2))))))))) (map "EntrySite" {(pair P1 (coord "F2")) (pair P2 (coord "E5"))}) (regions "Protect" (sites {"A1" "A3" "A4" "A6" "J1" "J3" "J4" "J6"}))}) (rules (start (place "Marker" "Hand" count:3)) (play (if (can Move (if (< (value Player Mover) 0) (do (roll) next:(if (= (value Player Mover) -2) (do (set Value Mover (count Pips)) next:(if (and (= (value Player Mover) 1) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) (then (and (moveAgain) (set Value Mover -2)))) (if (and (= (value Player Mover) 5) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) count:(count Cell at:(handSite Mover)) (then (and (moveAgain) (set Value Mover -2)))) (forEach Piece)) (then (if (!= (value Player Mover) -2) (set Value Mover -1))))) (move Pass (then (set Value Mover (count Pips)))))) (if (and (= (value Player Mover) 1) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) (then (and (moveAgain) (set Value Mover -2)))) (if (and (= (value Player Mover) 5) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) count:(count Cell at:(handSite Mover)) (then (and (moveAgain) (set Value Mover -2)))) (forEach Piece)) (then (if (!= (value Player Mover) -2) (set Value Mover -1)))))) (if (< (value Player Mover) 0) (do (roll) next:(if (= (value Player Mover) -2) (do (set Value Mover (count Pips)) next:(if (and (= (value Player Mover) 1) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) (then (and (moveAgain) (set Value Mover -2)))) (if (and (= (value Player Mover) 5) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) count:(count Cell at:(handSite Mover)) (then (and (moveAgain) (set Value Mover -2)))) (forEach Piece)) (then (if (!= (value Player Mover) -2) (set Value Mover -1))))) (move Pass (then (set Value Mover (count Pips)))))) (if (and (= (value Player Mover) 1) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) (then (and (moveAgain) (set Value Mover -2)))) (if (and (= (value Player Mover) 5) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (move (from (handSite Mover)) (to (mapEntry "EntrySite" (mover))) count:(count Cell at:(handSite Mover)) (then (and (moveAgain) (set Value Mover -2)))) (forEach Piece)) (then (if (!= (value Player Mover) -2) (set Value Mover -1))))) (move Pass (then (and (if (or (= 1 (value Player Mover)) (= 5 (value Player Mover))) (and (moveAgain) (set Value Mover -2))) (if (!= (value Player Mover) -2) (set Value Mover -1))))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Twelve pieces per player. Two dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Each player enters their pieces into their home section of the board (to the left of one player, to the right of the other player, and move pieces along a horseshoe-shaped track around the board toward the other player's home space. At the beginning of play, the first player will choose one quadrant of the board, and the goal of the game will be for one player to move two pieces onto each of the six places in that quadrant. When a piece lands on a space occupied by a single piece of the opponent, the opponent's piece is removed from the board, and must be reentered. The quadrant selected is the top left one.
(game "Los Doze Canes" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 0 1 2 3 4 5 6 7 8 9 10 11 23 22 21 20 19 18 17 16 15 14 13 12} P1 directed:True) (track "Track2" {25 12 13 14 15 16 17 18 19 20 21 22 23 11 10 9 8 7 6 5 4 3 2 1 0} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (or (not (is Enemy (who at:(trackSite Move steps:(pips))))) (= 1 (size Stack at:(trackSite Move steps:(pips))))) (move (from) (to (trackSite Move steps:(pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))) (hand Each)}) (rules (start {(place Stack "Disc1" (handSite P1) count:12) (place Stack "Disc2" (handSite P2) count:12)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (forEach Piece top:True) (forEach Piece container:(mover) top:True) (then (if (not (all DiceUsed)) (moveAgain)))))) (end {(if (and {(= 2 (size Stack at:18)) (= 2 (size Stack at:19)) (= 2 (size Stack at:20)) (= 2 (size Stack at:21)) (= 2 (size Stack at:22)) (= 2 (size Stack at:23)) (= 0 (count Sites in:(difference (sites Occupied by:Mover) (sites {18 19 20 21 22 23}))))}) (result Mover Win)) (if (and (< 2 (size Stack at:12)) (< 2 (size Stack at:0))) (result Mover Draw))})))
###Description 2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Twelve pieces per player. Two dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Each player enters their pieces into their home section of the board (to the left of one player, to the right of the other player, and move pieces along a horseshoe-shaped track around the board toward the other player's home space. At the beginning of play, the first player will choose one quadrant of the board, and the goal of the game will be for one player to move two pieces onto each of the six places in that quadrant. When a piece lands on a space occupied by a single piece of the opponent, the opponent's piece is removed from the board, and must be reentered. The quadrant selected is the top left one. ###Ludii (game "Los Doze Canes" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 0 1 2 3 4 5 6 7 8 9 10 11 23 22 21 20 19 18 17 16 15 14 13 12} P1 directed:True) (track "Track2" {25 12 13 14 15 16 17 18 19 20 21 22 23 11 10 9 8 7 6 5 4 3 2 1 0} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (or (not (is Enemy (who at:(trackSite Move steps:(pips))))) (= 1 (size Stack at:(trackSite Move steps:(pips))))) (move (from) (to (trackSite Move steps:(pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))) (hand Each)}) (rules (start {(place Stack "Disc1" (handSite P1) count:12) (place Stack "Disc2" (handSite P2) count:12)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (forEach Piece top:True) (forEach Piece container:(mover) top:True) (then (if (not (all DiceUsed)) (moveAgain)))))) (end {(if (and {(= 2 (size Stack at:18)) (= 2 (size Stack at:19)) (= 2 (size Stack at:20)) (= 2 (size Stack at:21)) (= 2 (size Stack at:22)) (= 2 (size Stack at:23)) (= 0 (count Sites in:(difference (sites Occupied by:Mover) (sites {18 19 20 21 22 23}))))}) (result Mover Win)) (if (and (< 2 (size Stack at:12)) (< 2 (size Stack at:0))) (result Mover Draw))})))
2x12 board, divided in half. Spaces on each side take the form of points. Fifteen pieces per player. Three six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. One player begins with all of their pieces on the space furthest to the left on their side, the other with their pieces on the point directly opposite it. Pieces move in opposite directions around the board, toward the point where the opponent's pieces begin, and bearing off the board from there. A player cannot have two of their pieces on the same spot in the starting quadrant. When a piece lands on the same space as a single opponent's piece, the opponent's piece is sent back to where it began. The first person to bear off all their pieces wins.
(game "Ludus Anglicorum" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13 12} P1 directed:True) (track "Track2" {19 12 13 14 15 16 17 18 20 21 22 23 24 25 12 11 10 9 8 7 5 4 3 2 1 0} P2 directed:True)} use:Vertex) (dice num:3) (map {(pair 1 19) (pair 2 6)}) (piece "Disc" Each) (regions P1 {0 1 2 3 4 5}) (regions P2 {13 14 15 16 17 18})}) (rules (start {(place Stack "Disc1" 0 count:15) (place Stack "Disc2" 13 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:(pips)) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (and (is Enemy (who at:(to))) (= 1 (size Stack at:(to)))) (and (if (not (is In (to) (sites Mover))) True (is Empty (to))) (not (is Enemy (who at:(to)))))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, divided in half. Spaces on each side take the form of points. Fifteen pieces per player. Three six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. One player begins with all of their pieces on the space furthest to the left on their side, the other with their pieces on the point directly opposite it. Pieces move in opposite directions around the board, toward the point where the opponent's pieces begin, and bearing off the board from there. A player cannot have two of their pieces on the same spot in the starting quadrant. When a piece lands on the same space as a single opponent's piece, the opponent's piece is sent back to where it began. The first person to bear off all their pieces wins. ###Ludii (game "Ludus Anglicorum" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13 12} P1 directed:True) (track "Track2" {19 12 13 14 15 16 17 18 20 21 22 23 24 25 12 11 10 9 8 7 5 4 3 2 1 0} P2 directed:True)} use:Vertex) (dice num:3) (map {(pair 1 19) (pair 2 6)}) (piece "Disc" Each) (regions P1 {0 1 2 3 4 5}) (regions P2 {13 14 15 16 17 18})}) (rules (start {(place Stack "Disc1" 0 count:15) (place Stack "Disc2" 13 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:(pips)) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (and (is Enemy (who at:(to))) (= 1 (size Stack at:(to)))) (and (if (not (is In (to) (sites Mover))) True (is Empty (to))) (not (is Enemy (who at:(to)))))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, divided in half. Spaces on each side take the form of points. Fifteen pieces per player. Three six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. One player begins with all of their pieces on the space furthest to the left on their side, the other with their pieces on the point directly opposite it. Pieces move in opposite directions around the board, only on the left half of the board where the pieces begin, toward the point where the opponent's pieces begin, and bearing off the board from there. A player cannot have two of their pieces on the same spot in the starting quadrant. When a piece lands on the same space as an opponent's piece, the opponent's piece is sent back to where it began. The first person to bear off all their pieces wins.
(game "Ludus Lombardorum" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 0 1 2 3 4 5 18 17 16 15 14 13 12} P1 directed:True) (track "Track2" {19 12 13 14 15 16 17 18 5 4 3 2 1 0} P2 directed:True)} use:Vertex) (dice num:3) (map {(pair 1 19) (pair 2 6)}) (piece "Disc" Each) (regions P1 {0 1 2 3 4 5}) (regions P2 {13 14 15 16 17 18})}) (rules (start {(place Stack "Disc1" 0 count:15) (place Stack "Disc2" 13 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:(pips)) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (and (is Enemy (who at:(to))) (= 1 (size Stack at:(to)))) (and (if (not (is In (to) (sites Mover))) True (is Empty (to))) (not (is Enemy (who at:(to)))))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, divided in half. Spaces on each side take the form of points. Fifteen pieces per player. Three six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. One player begins with all of their pieces on the space furthest to the left on their side, the other with their pieces on the point directly opposite it. Pieces move in opposite directions around the board, only on the left half of the board where the pieces begin, toward the point where the opponent's pieces begin, and bearing off the board from there. A player cannot have two of their pieces on the same spot in the starting quadrant. When a piece lands on the same space as an opponent's piece, the opponent's piece is sent back to where it began. The first person to bear off all their pieces wins. ###Ludii (game "Ludus Lombardorum" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 0 1 2 3 4 5 18 17 16 15 14 13 12} P1 directed:True) (track "Track2" {19 12 13 14 15 16 17 18 5 4 3 2 1 0} P2 directed:True)} use:Vertex) (dice num:3) (map {(pair 1 19) (pair 2 6)}) (piece "Disc" Each) (regions P1 {0 1 2 3 4 5}) (regions P2 {13 14 15 16 17 18})}) (rules (start {(place Stack "Disc1" 0 count:15) (place Stack "Disc2" 13 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:(pips)) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (and (is Enemy (who at:(to))) (= 1 (size Stack at:(to)))) (and (if (not (is In (to) (sites Mover))) True (is Empty (to))) (not (is Enemy (who at:(to)))))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left. Each player has 15 pieces. Each player's fifteen pieces begin on the first point of their track. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. If doubles are rolled, the player must play the number on each die twice. When a piece lands on a space occupied by one of the opponent's piece, the opponent's piece may not move from that spot until the player's piece is moved from that spot. Two or more of the opponent's pieces may land on this space, but another of the player's pieces may not. When all of the player's pieces are on the final six points, they may be borne off the board. The player who bears off all of their pieces wins. The winning player's score equals the number of the opponent's pieces which are left on the board. Play continues until one player's score reaches 31.
(match "Mahbouseh" (players 2) (games (subgame "MahbousehSubgame" result:(score Mover))) (end {(if (>= (matchScore P1) 31) (result P1 Win)) (if (>= (matchScore P2) 31) (result P2 Win))}))
###Description The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left. Each player has 15 pieces. Each player's fifteen pieces begin on the first point of their track. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. If doubles are rolled, the player must play the number on each die twice. When a piece lands on a space occupied by one of the opponent's piece, the opponent's piece may not move from that spot until the player's piece is moved from that spot. Two or more of the opponent's pieces may land on this space, but another of the player's pieces may not. When all of the player's pieces are on the final six points, they may be borne off the board. The player who bears off all of their pieces wins. The winning player's score equals the number of the opponent's pieces which are left on the board. Play continues until one player's score reaches 31. ###Ludii (match "Mahbouseh" (players 2) (games (subgame "MahbousehSubgame" result:(score Mover))) (end {(if (>= (matchScore P1) 31) (result P1 Win)) (if (>= (matchScore P2) 31) (result P2 Win))}))
2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Fifteen pieces per player. Two or three six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. One player begins with all of their pieces on the space furthest to the left on their side, the other with their pieces on the point directly opposite it. Pieces move in opposite directions around the board, only on the half of the board where the pieces begin, toward the point where the opponent's pieces begin, and bearing off the board from there. When a piece lands on the same space as an opponent's piece, the opponent's piece is sent back to where it began. The first person to bear off all their pieces wins. If players move their pieces such that they fill up all the points in a quadrant, and the other fills up all of the points in an adjacent quadrant such that neither player can move, the game is a draw. The game involves 2 dice
(game "Medio Emperador" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 0 1 2 3 4 5 6 7 8 9 10 11 23 22 21 20 19 18 17 16 15 14 13 12} P1 directed:True) (track "Track2" {25 12 13 14 15 16 17 18 19 20 21 22 23 11 10 9 8 7 6 5 4 3 2 1 0} P2 directed:True)} use:Vertex) (dice d:6 num:2) (hand Each) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (if (or (not (is Enemy (who at:(trackSite Move steps:(pips))))) (= 1 (size Stack at:(trackSite Move steps:(pips))))) (move (from) (to (trackSite Move steps:(pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))))}) (rules (start {(place Stack "Disc1" 0 count:15) (place Stack "Disc2" 12 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (forEach Piece top:True) (forEach Piece container:(mover) top:True) (then (if (not (all DiceUsed)) (moveAgain)))))) (end {(if (no Pieces Mover) (result Mover Win)) (if (and (no Moves P1) (no Moves P2)) (result Mover Draw))})))
###Description 2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Fifteen pieces per player. Two or three six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. One player begins with all of their pieces on the space furthest to the left on their side, the other with their pieces on the point directly opposite it. Pieces move in opposite directions around the board, only on the half of the board where the pieces begin, toward the point where the opponent's pieces begin, and bearing off the board from there. When a piece lands on the same space as an opponent's piece, the opponent's piece is sent back to where it began. The first person to bear off all their pieces wins. If players move their pieces such that they fill up all the points in a quadrant, and the other fills up all of the points in an adjacent quadrant such that neither player can move, the game is a draw. The game involves 2 dice ###Ludii (game "Medio Emperador" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 0 1 2 3 4 5 6 7 8 9 10 11 23 22 21 20 19 18 17 16 15 14 13 12} P1 directed:True) (track "Track2" {25 12 13 14 15 16 17 18 19 20 21 22 23 11 10 9 8 7 6 5 4 3 2 1 0} P2 directed:True)} use:Vertex) (dice d:6 num:2) (hand Each) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (if (or (not (is Enemy (who at:(trackSite Move steps:(pips))))) (= 1 (size Stack at:(trackSite Move steps:(pips))))) (move (from) (to (trackSite Move steps:(pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))))}) (rules (start {(place Stack "Disc1" 0 count:15) (place Stack "Disc2" 12 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (forEach Piece top:True) (forEach Piece container:(mover) top:True) (then (if (not (all DiceUsed)) (moveAgain)))))) (end {(if (no Pieces Mover) (result Mover Win)) (if (and (no Moves P1) (no Moves P2)) (result Mover Draw))})))
The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left. Each player has 15 pieces. Each player's fifteen pieces begin on the first point of their track. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. If doubles are rolled, the player must play the number on each die twice. A piece cannot land on a space occupied by one of the opponent's pieces. A player must first move a single one of their pieces around the board and onto one of the final six points of their track before moving any of the other pieces. When all of the player's pieces are on the final six points, they may be borne off the board. The player who bears off all of their pieces wins. The winning player's score equals the number of the opponent's pieces which are left on the board. Play continues until one player's score reaches 31.
(match "Mughrabieh" (players 2) (games (subgame "MughrabiehSubgame" result:(score Mover))) (end {(if (>= (matchScore P1) 31) (result P1 Win)) (if (>= (matchScore P2) 31) (result P2 Win))}))
###Description The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left. Each player has 15 pieces. Each player's fifteen pieces begin on the first point of their track. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. If doubles are rolled, the player must play the number on each die twice. A piece cannot land on a space occupied by one of the opponent's pieces. A player must first move a single one of their pieces around the board and onto one of the final six points of their track before moving any of the other pieces. When all of the player's pieces are on the final six points, they may be borne off the board. The player who bears off all of their pieces wins. The winning player's score equals the number of the opponent's pieces which are left on the board. Play continues until one player's score reaches 31. ###Ludii (match "Mughrabieh" (players 2) (games (subgame "MughrabiehSubgame" result:(score Mover))) (end {(if (>= (matchScore P1) 31) (result P1 Win)) (if (>= (matchScore P2) 31) (result P2 Win))}))
2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Two six-sided dice. Both players begin on the same side of the board, one player (who plays first) with five pieces on the rightmost point of the starting row, four on the fifth and sixth points and two in the eleventh point in the opposite row. The other player has three pieces each on the right five points in the second row. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. On each throw the player also plays a throw of 6 in addition to the throw presented by the dice. Pieces move in an anti-clockwise direction around the board. A piece cannot move to a point that is occupied by more than one of the opponent's pieces. If a piece lands on a point occupied by a single piece belonging to the opponent, the opponent's piece is removed from the board and must enter again from the leftmost point in the row where the pieces began. A piece may be borne off the board when a throw is greater than the number of points left on the board. The first player to bear all of their pieces off the board wins.
(game "Myles" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13} P1 directed:True) (track "Track2" {19 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13} P2 directed:True)} use:Vertex) (dice num:2) (map {(pair 1 19) (pair 2 6)}) (piece "Disc" Each)}) (rules (start {(place Stack "Disc1" 12 count:5) (place Stack "Disc1" 20 count:4) (place Stack "Disc1" 21 count:4) (place Stack "Disc1" 14 count:2) (place Stack "Disc2" 25 count:3) (place Stack "Disc2" 24 count:3) (place Stack "Disc2" 23 count:3) (place Stack "Disc2" 22 count:3) (place Stack "Disc2" 21 count:3)}) (play (do (if (not (is Prev Mover)) (roll)) next:(if (all DiceUsed) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:6) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:6) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:(pips)) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (then (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Two six-sided dice. Both players begin on the same side of the board, one player (who plays first) with five pieces on the rightmost point of the starting row, four on the fifth and sixth points and two in the eleventh point in the opposite row. The other player has three pieces each on the right five points in the second row. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. On each throw the player also plays a throw of 6 in addition to the throw presented by the dice. Pieces move in an anti-clockwise direction around the board. A piece cannot move to a point that is occupied by more than one of the opponent's pieces. If a piece lands on a point occupied by a single piece belonging to the opponent, the opponent's piece is removed from the board and must enter again from the leftmost point in the row where the pieces began. A piece may be borne off the board when a throw is greater than the number of points left on the board. The first player to bear all of their pieces off the board wins. ###Ludii (game "Myles" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13} P1 directed:True) (track "Track2" {19 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13} P2 directed:True)} use:Vertex) (dice num:2) (map {(pair 1 19) (pair 2 6)}) (piece "Disc" Each)}) (rules (start {(place Stack "Disc1" 12 count:5) (place Stack "Disc1" 20 count:4) (place Stack "Disc1" 21 count:4) (place Stack "Disc1" 14 count:2) (place Stack "Disc2" 25 count:3) (place Stack "Disc2" 24 count:3) (place Stack "Disc2" 23 count:3) (place Stack "Disc2" 22 count:3) (place Stack "Disc2" 21 count:3)}) (play (do (if (not (is Prev Mover)) (roll)) next:(if (all DiceUsed) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:6) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:6) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:(pips)) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (then (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
The board is a track of any number of spaces, made in the sand. Any number of players, playing with one piece. One piece is the hyena. Four nut shells are used as dice, with the following throws: four of all the same side = 20; two of the same side = 2; any other throw = 0. The first player to reach the end of the track then plays as the hyena. The hyena moves twice the value of the throw. When the hyena overtakes a player's piece, it is removed from the board and the player loses. The game involves 8 players. The track is composed of 100 spaces
(game "Nama" (players 8) (equipment {(board (rectangle 100 1) (track "Track" {0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99} directed:True)) (hand Each) (hand Shared) (piece "Marker" Each (if (= (if (= (from) (handSite Mover)) (trackSite Move from:0 steps:(- (mapEntry "Throw" (count Pips)) 1)) (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips)))) -1) (move Remove (from) level:(level) (then (if (= (where "Hyena" Shared) -1) (and (add (piece "Hyena") (to 0) stack:True) (set Var (id Mover)))))) (move (from (from) level:(level)) (to (if (= (from) (handSite Mover)) (trackSite Move from:0 steps:(- (mapEntry "Throw" (count Pips)) 1)) (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))))) stack:True))) (piece "Hyena" Shared) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 0) (pair 1 0) (pair 2 2) (pair 3 0) (pair 4 20)})}) (rules (start (place "Marker" "Hand")) (play (do (roll) next:(if (< 0 (mapEntry "Throw" (count Pips))) (if (= (var) (id Mover)) (if (= (trackSite Move from:(where "Hyena" Shared) steps:(* 2 (mapEntry "Throw" (count Pips)))) -1) (move Remove (where "Hyena" Shared) (then (forEach Site (sites Board) (if (is Occupied (site)) (remove (site) count:(size Stack at:(site))))))) (move (from (where "Hyena" Shared)) (to (trackSite Move from:(where "Hyena" Shared) steps:(* 2 (mapEntry "Throw" (count Pips))))) (then (forEach Value min:1 max:(- (* 2 (mapEntry "Throw" (count Pips))) 1) (if (is Occupied (trackSite Move from:(last From) steps:(value))) (remove (trackSite Move from:(last From) steps:(value)) count:(size Stack at:(trackSite Move from:(last From) steps:(value))))))))) (or (forEach Piece) (forEach Piece container:(mover))))))) (end {(forEach Player if:(and {(> (var) 0) (!= (player) (var)) (= (where "Hyena" Shared) -1)}) (result Player Loss)) (if (and (= (id Mover) (var)) (= (where "Hyena" Shared) -1)) (result Mover Win)) (forEach Player if:(and (!= (player) (var)) (no Pieces of:(player))) (result Player Loss))})))
###Description The board is a track of any number of spaces, made in the sand. Any number of players, playing with one piece. One piece is the hyena. Four nut shells are used as dice, with the following throws: four of all the same side = 20; two of the same side = 2; any other throw = 0. The first player to reach the end of the track then plays as the hyena. The hyena moves twice the value of the throw. When the hyena overtakes a player's piece, it is removed from the board and the player loses. The game involves 8 players. The track is composed of 100 spaces ###Ludii (game "Nama" (players 8) (equipment {(board (rectangle 100 1) (track "Track" {0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99} directed:True)) (hand Each) (hand Shared) (piece "Marker" Each (if (= (if (= (from) (handSite Mover)) (trackSite Move from:0 steps:(- (mapEntry "Throw" (count Pips)) 1)) (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips)))) -1) (move Remove (from) level:(level) (then (if (= (where "Hyena" Shared) -1) (and (add (piece "Hyena") (to 0) stack:True) (set Var (id Mover)))))) (move (from (from) level:(level)) (to (if (= (from) (handSite Mover)) (trackSite Move from:0 steps:(- (mapEntry "Throw" (count Pips)) 1)) (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))))) stack:True))) (piece "Hyena" Shared) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 0) (pair 1 0) (pair 2 2) (pair 3 0) (pair 4 20)})}) (rules (start (place "Marker" "Hand")) (play (do (roll) next:(if (< 0 (mapEntry "Throw" (count Pips))) (if (= (var) (id Mover)) (if (= (trackSite Move from:(where "Hyena" Shared) steps:(* 2 (mapEntry "Throw" (count Pips)))) -1) (move Remove (where "Hyena" Shared) (then (forEach Site (sites Board) (if (is Occupied (site)) (remove (site) count:(size Stack at:(site))))))) (move (from (where "Hyena" Shared)) (to (trackSite Move from:(where "Hyena" Shared) steps:(* 2 (mapEntry "Throw" (count Pips))))) (then (forEach Value min:1 max:(- (* 2 (mapEntry "Throw" (count Pips))) 1) (if (is Occupied (trackSite Move from:(last From) steps:(value))) (remove (trackSite Move from:(last From) steps:(value)) count:(size Stack at:(trackSite Move from:(last From) steps:(value))))))))) (or (forEach Piece) (forEach Piece container:(mover))))))) (end {(forEach Player if:(and {(> (var) 0) (!= (player) (var)) (= (where "Hyena" Shared) -1)}) (result Player Loss)) (if (and (= (id Mover) (var)) (= (where "Hyena" Shared) -1)) (result Mover Win)) (forEach Player if:(and (!= (player) (var)) (no Pieces of:(player))) (result Player Loss))})))
The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left). Each player has 15 pieces. The starting position is as such, numbering the points from the origin of each player's track: Point six: five pieces. Point 8: three pieces. Point 13: five pieces. Point 24: two pieces. Players move according to the number on each die by moving one piece the number on one die and another the number on the other die, or by moving one piece twice (once for each die). Players cannot end their move on a point with multiple opposing pieces. If a player ends the turn on a point with one opposing piece, that piece is placed in the middle of the board (not on a point) and must reenter the board according to the next die roll, counting the origin point as a move of one. They cannot reenter on a point with two or more pieces. No other pieces can move until all of the pieces belonging to that player are removed from the center. When all of a player's pieces are on their final 6 points, they may start removing pieces from the board. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins. The winner gains one point, or two points if the opponent has pieces in their starting quadrant.
(game "Nard" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25 -2} P1 directed:True) (track "Track2" {19 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (map "Bar" {(pair P1 6) (pair P2 19)}) (regions "FinalQuadrant" P1 (sites {20 21 22 23 24 25})) (regions "FinalQuadrant" P2 (sites {7 8 9 10 11 12})) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Bar" Next))))))) (then (if (not (all DiceUsed)) (moveAgain)))))}) (rules (start {(place Stack "Disc1" 7 count:5) (place Stack "Disc1" 4 count:3) (place Stack "Disc1" 13 count:5) (place Stack "Disc1" 25 count:2) (place Stack "Disc2" 20 count:5) (place Stack "Disc2" 17 count:3) (place Stack "Disc2" 0 count:5) (place Stack "Disc2" 12 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(priority {(if (is Occupied (mapEntry "Bar" Mover)) (forEach Die if:(!= (pips) 0) (move (from (mapEntry "Bar" Mover)) (to (trackSite Move from:(mapEntry "Bar" Mover) steps:(pips)) if:(< (size Stack at:(to)) 2) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Bar" Next)))))) (then (if (not (all DiceUsed)) (moveAgain))))) (if (is Empty (mapEntry "Bar" Mover)) (max Distance (forEach Piece top:True)))}) (then (if (no Pieces Mover) (if (no Pieces Enemy in:(sites Mover "FinalQuadrant")) (addScore Mover 1) (addScore Mover 2)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left). Each player has 15 pieces. The starting position is as such, numbering the points from the origin of each player's track: Point six: five pieces. Point 8: three pieces. Point 13: five pieces. Point 24: two pieces. Players move according to the number on each die by moving one piece the number on one die and another the number on the other die, or by moving one piece twice (once for each die). Players cannot end their move on a point with multiple opposing pieces. If a player ends the turn on a point with one opposing piece, that piece is placed in the middle of the board (not on a point) and must reenter the board according to the next die roll, counting the origin point as a move of one. They cannot reenter on a point with two or more pieces. No other pieces can move until all of the pieces belonging to that player are removed from the center. When all of a player's pieces are on their final 6 points, they may start removing pieces from the board. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins. The winner gains one point, or two points if the opponent has pieces in their starting quadrant. ###Ludii (game "Nard" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25 -2} P1 directed:True) (track "Track2" {19 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (map "Bar" {(pair P1 6) (pair P2 19)}) (regions "FinalQuadrant" P1 (sites {20 21 22 23 24 25})) (regions "FinalQuadrant" P2 (sites {7 8 9 10 11 12})) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Bar" Next))))))) (then (if (not (all DiceUsed)) (moveAgain)))))}) (rules (start {(place Stack "Disc1" 7 count:5) (place Stack "Disc1" 4 count:3) (place Stack "Disc1" 13 count:5) (place Stack "Disc1" 25 count:2) (place Stack "Disc2" 20 count:5) (place Stack "Disc2" 17 count:3) (place Stack "Disc2" 0 count:5) (place Stack "Disc2" 12 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(priority {(if (is Occupied (mapEntry "Bar" Mover)) (forEach Die if:(!= (pips) 0) (move (from (mapEntry "Bar" Mover)) (to (trackSite Move from:(mapEntry "Bar" Mover) steps:(pips)) if:(< (size Stack at:(to)) 2) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Bar" Next)))))) (then (if (not (all DiceUsed)) (moveAgain))))) (if (is Empty (mapEntry "Bar" Mover)) (max Distance (forEach Piece top:True)))}) (then (if (no Pieces Mover) (if (no Pieces Enemy in:(sites Mover "FinalQuadrant")) (addScore Mover 1) (addScore Mover 2)))))) (end (if (no Pieces Mover) (result Mover Win)))))
Twenty small circles arranged in a large circle, with a cross of nine more circles in the center of the large circle. The central circle and the circles where the crosses meet the larger circle are larger than the others. Two players play with either one or four pieces each. Four stick dice with a white and a black side, with the following values for the throws: four white sides up = 4; four black sides up = 5; three white sides up = 3, two white sides up = 2, one white side up = 1. Throws of 4 and 5 allow the player another throw, pieces being moved after all of the player's throws. Pieces enter the board on the spot to the left of the topmost position of the circle, and proceed around the circle in an anti-clockwise direction. If a piece lands on one of the spaces where the central cross meets the circle, the piece may proceed along the cross to the opposite side on the next turn. A piece may not turn and move along a cross if it does not land on the end of the cross at the end of a throw. Pieces proceed to the topmost space, and move off the board by throwing one or more than required to land on this space. When a player lands on the same spot as one of their own pieces, these may be moved together as one piece. When a player lands on an opponent's piece, the opponent's piece is sent back to the start. The first player to remove all of their pieces from the board wins. 2 players involved with four pieces per player.
(game "Nyout" (players 2) (equipment {(board (concentric {1 -4 -4 20}) {(track "Track1" {29 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28} P1 directed:True) (track "Track2" {30 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28} P2 directed:True) (track "HorizontalTrack" {13 5 1 0 3 7 23 24 25 26 27 28} directed:True) (track "VerticalTrack" {18 6 2 0 4 8 28} directed:True)} use:Vertex) (piece "Counter" Each (or {(if (is In (from) (sites Track Mover "Track")) (forEach Value (values Remembered "Throws") (or (if (= (trackSite Move from:(from) "Track" steps:(value)) -1) (do (forget Value "Throws" (value)) next:(move Remove (from) level:(level)))) (move (from (from) level:(level)) (to (trackSite Move from:(from) "Track" steps:(value)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply (and (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to)))))) (forget Value "Throws" (value))))) (then (if (and (!= (last From) (handSite Mover)) (is Occupied (last From))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (if (!= 0 (size Array (values Remembered "Throws"))) (moveAgain)))))) (if (is In (from) (sites Track "HorizontalTrack")) (forEach Value (values Remembered "Throws") (or (if (= (trackSite Move from:(from) "HorizontalTrack" steps:(value)) -1) (do (forget Value "Throws" (value)) next:(move Remove (from) level:(level)))) (move (from (from) level:(level)) (to (trackSite Move from:(from) "HorizontalTrack" steps:(value)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply (and (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to)))))) (forget Value "Throws" (value))))) (then (if (and (!= (last From) (handSite Mover)) (is Occupied (last From))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (if (!= 0 (size Array (values Remembered "Throws"))) (moveAgain)))))) (if (is In (from) (sites Track "VerticalTrack")) (forEach Value (values Remembered "Throws") (or (if (= (trackSite Move from:(from) "VerticalTrack" steps:(value)) -1) (do (forget Value "Throws" (value)) next:(move Remove (from) level:(level)))) (move (from (from) level:(level)) (to (trackSite Move from:(from) "VerticalTrack" steps:(value)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply (and (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to)))))) (forget Value "Throws" (value))))) (then (if (and (!= (last From) (handSite Mover)) (is Occupied (last From))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (if (!= 0 (size Array (values Remembered "Throws"))) (moveAgain))))))})) (dice d:2 from:0 num:4) (hand Each) (map "Throw" {(pair 0 4) (pair 1 3) (pair 2 2) (pair 3 1) (pair 4 5)})}) (rules (start {(set Team 1 {P1}) (set Team 2 {P2}) (place Stack "Counter1" (handSite P1) count:4) (place Stack "Counter2" (handSite P2) count:4)}) phases:{(phase "Throwing" (play (do (roll) next:(move Pass (then (remember Value "Throws" (mapEntry "Throw" (count Pips))))) (then (moveAgain)))) (nextPhase Mover (not (is In (mapEntry "Throw" (count Pips)) (sites {4 5}))) "Moving")) (phase "Moving" (play (if (can Move (or (forEach Piece top:True) (forEach Piece container:(mover) top:True))) (or (forEach Piece top:True) (forEach Piece container:(mover) top:True)) (move Pass (then (forget Value "Throws" All))))) (nextPhase Mover (= 0 (size Array (values Remembered "Throws"))) "Throwing"))} (end (if (no Pieces TeamMover) (result TeamMover Win)))))
###Description Twenty small circles arranged in a large circle, with a cross of nine more circles in the center of the large circle. The central circle and the circles where the crosses meet the larger circle are larger than the others. Two players play with either one or four pieces each. Four stick dice with a white and a black side, with the following values for the throws: four white sides up = 4; four black sides up = 5; three white sides up = 3, two white sides up = 2, one white side up = 1. Throws of 4 and 5 allow the player another throw, pieces being moved after all of the player's throws. Pieces enter the board on the spot to the left of the topmost position of the circle, and proceed around the circle in an anti-clockwise direction. If a piece lands on one of the spaces where the central cross meets the circle, the piece may proceed along the cross to the opposite side on the next turn. A piece may not turn and move along a cross if it does not land on the end of the cross at the end of a throw. Pieces proceed to the topmost space, and move off the board by throwing one or more than required to land on this space. When a player lands on the same spot as one of their own pieces, these may be moved together as one piece. When a player lands on an opponent's piece, the opponent's piece is sent back to the start. The first player to remove all of their pieces from the board wins. 2 players involved with four pieces per player. ###Ludii (game "Nyout" (players 2) (equipment {(board (concentric {1 -4 -4 20}) {(track "Track1" {29 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28} P1 directed:True) (track "Track2" {30 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28} P2 directed:True) (track "HorizontalTrack" {13 5 1 0 3 7 23 24 25 26 27 28} directed:True) (track "VerticalTrack" {18 6 2 0 4 8 28} directed:True)} use:Vertex) (piece "Counter" Each (or {(if (is In (from) (sites Track Mover "Track")) (forEach Value (values Remembered "Throws") (or (if (= (trackSite Move from:(from) "Track" steps:(value)) -1) (do (forget Value "Throws" (value)) next:(move Remove (from) level:(level)))) (move (from (from) level:(level)) (to (trackSite Move from:(from) "Track" steps:(value)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply (and (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to)))))) (forget Value "Throws" (value))))) (then (if (and (!= (last From) (handSite Mover)) (is Occupied (last From))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (if (!= 0 (size Array (values Remembered "Throws"))) (moveAgain)))))) (if (is In (from) (sites Track "HorizontalTrack")) (forEach Value (values Remembered "Throws") (or (if (= (trackSite Move from:(from) "HorizontalTrack" steps:(value)) -1) (do (forget Value "Throws" (value)) next:(move Remove (from) level:(level)))) (move (from (from) level:(level)) (to (trackSite Move from:(from) "HorizontalTrack" steps:(value)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply (and (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to)))))) (forget Value "Throws" (value))))) (then (if (and (!= (last From) (handSite Mover)) (is Occupied (last From))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (if (!= 0 (size Array (values Remembered "Throws"))) (moveAgain)))))) (if (is In (from) (sites Track "VerticalTrack")) (forEach Value (values Remembered "Throws") (or (if (= (trackSite Move from:(from) "VerticalTrack" steps:(value)) -1) (do (forget Value "Throws" (value)) next:(move Remove (from) level:(level)))) (move (from (from) level:(level)) (to (trackSite Move from:(from) "VerticalTrack" steps:(value)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply (and (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to)))))) (forget Value "Throws" (value))))) (then (if (and (!= (last From) (handSite Mover)) (is Occupied (last From))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (if (!= 0 (size Array (values Remembered "Throws"))) (moveAgain))))))})) (dice d:2 from:0 num:4) (hand Each) (map "Throw" {(pair 0 4) (pair 1 3) (pair 2 2) (pair 3 1) (pair 4 5)})}) (rules (start {(set Team 1 {P1}) (set Team 2 {P2}) (place Stack "Counter1" (handSite P1) count:4) (place Stack "Counter2" (handSite P2) count:4)}) phases:{(phase "Throwing" (play (do (roll) next:(move Pass (then (remember Value "Throws" (mapEntry "Throw" (count Pips))))) (then (moveAgain)))) (nextPhase Mover (not (is In (mapEntry "Throw" (count Pips)) (sites {4 5}))) "Moving")) (phase "Moving" (play (if (can Move (or (forEach Piece top:True) (forEach Piece container:(mover) top:True))) (or (forEach Piece top:True) (forEach Piece container:(mover) top:True)) (move Pass (then (forget Value "Throws" All))))) (nextPhase Mover (= 0 (size Array (values Remembered "Throws"))) "Throwing"))} (end (if (no Pieces TeamMover) (result TeamMover Win)))))
2x12 board, with spaces as points, divided in two. Twelve pieces per player, which start stacked, two per point in the quadrant to the player's right. Two six-sided dice. Players unstack the pieces by moving pieces off of the stack, but remaining on the same point, according to the throws of the dice. The value of the throw indicates the number of the point which can be unstacked. For example, a throw of 1 and 4 allows the player to unstack the pieces on points 1 and 4. Doubles allow players to only move one piece, but grant the player another throw. When all of a player's pieces are unstacked, they must be restacked, in the same way. When they have been successfully restacked, the player then bears off the pieces from this quadrant of the board. When bearing off, players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. The first player to bear off all their pieces wins.
(game "Ofanfelling" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {7 8 9 10 11 12} P1 directed:True) (track "Track2" {18 17 16 15 14 13} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (move (from) (to (trackSite Move steps:(pips))))))) (map "StartTrack" {(pair P1 7) (pair P2 18)})}) (rules (start {(place Stack "Disc1" (sites {7 8 9 10 11 12}) count:2) (place Stack "Disc2" (sites {13 14 15 16 17 18}) count:2)}) phases:{(phase "UnStacking" (play (do (if (or (is Pending) (not (is Prev Mover))) (roll)) next:(forEach Die if:(!= (pips) 0) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 0) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 1)) (if (not (all DiceUsed)) (moveAgain))))))) (then (if (all DiceEqual) (and (set Pending) (moveAgain)))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (= (state at:(site)) 0))) "Stacking")) (phase "Stacking" (play (do (if (or (is Pending) (not (is Prev Mover))) (roll)) next:(forEach Die if:(!= (pips) 0) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 1) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 0)) (if (not (all DiceUsed)) (moveAgain))))))) (then (if (all DiceEqual) (and (set Pending) (moveAgain)))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (= (state at:(site)) 1))) "BearingOff")) (phase "BearingOff" (play (do (if (or (all DiceEqual) (not (is Prev Mover))) (roll)) next:(forEach Piece top:True) (then (if (or (not (all DiceUsed)) (all DiceEqual)) (moveAgain))))) (end (if (no Pieces Mover) (result Mover Win))))}))
###Description 2x12 board, with spaces as points, divided in two. Twelve pieces per player, which start stacked, two per point in the quadrant to the player's right. Two six-sided dice. Players unstack the pieces by moving pieces off of the stack, but remaining on the same point, according to the throws of the dice. The value of the throw indicates the number of the point which can be unstacked. For example, a throw of 1 and 4 allows the player to unstack the pieces on points 1 and 4. Doubles allow players to only move one piece, but grant the player another throw. When all of a player's pieces are unstacked, they must be restacked, in the same way. When they have been successfully restacked, the player then bears off the pieces from this quadrant of the board. When bearing off, players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. The first player to bear off all their pieces wins. ###Ludii (game "Ofanfelling" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {7 8 9 10 11 12} P1 directed:True) (track "Track2" {18 17 16 15 14 13} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (move (from) (to (trackSite Move steps:(pips))))))) (map "StartTrack" {(pair P1 7) (pair P2 18)})}) (rules (start {(place Stack "Disc1" (sites {7 8 9 10 11 12}) count:2) (place Stack "Disc2" (sites {13 14 15 16 17 18}) count:2)}) phases:{(phase "UnStacking" (play (do (if (or (is Pending) (not (is Prev Mover))) (roll)) next:(forEach Die if:(!= (pips) 0) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 0) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 1)) (if (not (all DiceUsed)) (moveAgain))))))) (then (if (all DiceEqual) (and (set Pending) (moveAgain)))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (= (state at:(site)) 0))) "Stacking")) (phase "Stacking" (play (do (if (or (is Pending) (not (is Prev Mover))) (roll)) next:(forEach Die if:(!= (pips) 0) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 1) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 0)) (if (not (all DiceUsed)) (moveAgain))))))) (then (if (all DiceEqual) (and (set Pending) (moveAgain)))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (= (state at:(site)) 1))) "BearingOff")) (phase "BearingOff" (play (do (if (or (all DiceEqual) (not (is Prev Mover))) (roll)) next:(forEach Piece top:True) (then (if (or (not (all DiceUsed)) (all DiceEqual)) (moveAgain))))) (end (if (no Pieces Mover) (result Mover Win))))}))
Four 3x8 rectangles, arranged in a cross. The couting from the bottom of each arm, the spaces marked are the fourth square in the outer rows and the first in the central row. Four pieces per player. Seven cowrie shells, used as dice. The throws are as follows: one mouth up = 10; two mouths up = 2; three mouth up = 3; four mouths up = 4; five mouths up. = 25; six mouths up = 30, seven mouths up = 12, zero mouths up = 7. Pieces begin in the large central space of the board, and then proceed down the central row of their arm, then clockwise around the board, back to the central row, and then to the central space again. Pieces may enter the board on throws of 10, 25, or 30. When a player's piece lands on a space that is occupied by an opponent's piece, the opponent's piece is sent back to start. Pieces are safe from being sent to start when they rest on a marked space. To move off the board, a player must make an exact throw to arrive in the central square. When resting on the final square before the central one, a throw of 10, 25, or 30 is required. The first player to place all of their pieces in the central square wins.
(game "Pachesi" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "96,9,S,W,N,7,W,N,E,51,N,E,S,43,E,S,W,10,S,W1,N7,End" P1 directed:True) (track "Track2" "96,26,W,N,E,51,N,E,S,43,E,S,W,10,S,W,N,7,W,N1,W7,End" P2 directed:True) (track "Track3" "96,52,N,E,S,43,E,S,W,10,S,W,N,7,W,N,E,51,N,E1,S7,End" P3 directed:True) (track "Track4" "96,27,E,S,W,10,S,W,N,7,W,N,E,51,N,E,S,43,E,S1,W7,End" P4 directed:True)}) (dice d:2 from:0 num:7) (piece "Pawn" Each (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) level:(level)) (if (and (= (trackSite Move from:(from) steps:1) -2) (is In (mapEntry "Throw" (count Pips)) (sites {10 25 30}))) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:(not (and (is In (to) (sites "SafeSites")) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (centrePoint))))))))))) (hand Each) (regions "SafeSites" (sites {55 63 65 34 15 47 94 84 86 19 38 3})) (map "Throw" {(pair 0 7) (pair 1 10) (pair 2 2) (pair 3 3) (pair 4 4) (pair 5 25) (pair 6 30) (pair 7 12)})}) (rules (start {(place Stack "Pawn1" (handSite P1) count:4) (place Stack "Pawn2" (handSite P2) count:4) (place Stack "Pawn3" (handSite P3) count:4) (place Stack "Pawn4" (handSite P4) count:4)}) (play (do (roll) next:(or (if (and (is Occupied (handSite Mover)) (is In (mapEntry "Throw" (count Pips)) (sites {10 25 30}))) (move (from (handSite Mover)) (to (centrePoint)))) (forEach Piece)))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description Four 3x8 rectangles, arranged in a cross. The couting from the bottom of each arm, the spaces marked are the fourth square in the outer rows and the first in the central row. Four pieces per player. Seven cowrie shells, used as dice. The throws are as follows: one mouth up = 10; two mouths up = 2; three mouth up = 3; four mouths up = 4; five mouths up. = 25; six mouths up = 30, seven mouths up = 12, zero mouths up = 7. Pieces begin in the large central space of the board, and then proceed down the central row of their arm, then clockwise around the board, back to the central row, and then to the central space again. Pieces may enter the board on throws of 10, 25, or 30. When a player's piece lands on a space that is occupied by an opponent's piece, the opponent's piece is sent back to start. Pieces are safe from being sent to start when they rest on a marked space. To move off the board, a player must make an exact throw to arrive in the central square. When resting on the final square before the central one, a throw of 10, 25, or 30 is required. The first player to place all of their pieces in the central square wins. ###Ludii (game "Pachesi" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "96,9,S,W,N,7,W,N,E,51,N,E,S,43,E,S,W,10,S,W1,N7,End" P1 directed:True) (track "Track2" "96,26,W,N,E,51,N,E,S,43,E,S,W,10,S,W,N,7,W,N1,W7,End" P2 directed:True) (track "Track3" "96,52,N,E,S,43,E,S,W,10,S,W,N,7,W,N,E,51,N,E1,S7,End" P3 directed:True) (track "Track4" "96,27,E,S,W,10,S,W,N,7,W,N,E,51,N,E,S,43,E,S1,W7,End" P4 directed:True)}) (dice d:2 from:0 num:7) (piece "Pawn" Each (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) level:(level)) (if (and (= (trackSite Move from:(from) steps:1) -2) (is In (mapEntry "Throw" (count Pips)) (sites {10 25 30}))) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:(not (and (is In (to) (sites "SafeSites")) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (centrePoint))))))))))) (hand Each) (regions "SafeSites" (sites {55 63 65 34 15 47 94 84 86 19 38 3})) (map "Throw" {(pair 0 7) (pair 1 10) (pair 2 2) (pair 3 3) (pair 4 4) (pair 5 25) (pair 6 30) (pair 7 12)})}) (rules (start {(place Stack "Pawn1" (handSite P1) count:4) (place Stack "Pawn2" (handSite P2) count:4) (place Stack "Pawn3" (handSite P3) count:4) (place Stack "Pawn4" (handSite P4) count:4)}) (play (do (roll) next:(or (if (and (is Occupied (handSite Mover)) (is In (mapEntry "Throw" (count Pips)) (sites {10 25 30}))) (move (from (handSite Mover)) (to (centrePoint)))) (forEach Piece)))) (end (if (no Pieces Mover) (result Mover Win)))))
Four 3x8 rectangles, arranged in a cross shape around a large central square. The third space, counting from the outer corner, in the two outer rows of each arm of the board are marked with an "X." Four pieces per player. Seven cowrie shells used as dice, the throws as follows: Zero mouths up = 7; one = 10; two = 2; three = 3; four = 4; five = 25; six =30; seven = 14. Throws of 7, 25, 30, and 14 receive an extra throw. Three total throws is the maximum allowed. Pieces begin the game on the top square of the central row of the player's arm of the board. Pieces progress down the central row, then anti-clockwise around the circumference of the board, then up the central row again, to the central space. When a player's piece lands on a spot occupied by an opponent's piece, the opponent's piece is sent back to the starting space. Pieces resting on a marked space cannot be sent back to start; in this case the player's piece as well as the opponent's piece may occupy this space. The first player to bring all four of their pieces to the central space wins.
(game "Pachih" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "96,9,S,E,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,E1,N7,End" P1 directed:True) (track "Track2" "96,26,W,S,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,S1,E7,End" P2 directed:True) (track "Track3" "96,52,N,W,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,W1,S7,End" P3 directed:True) (track "Track4" "96,27,E,N,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,N1,W7,End" P4 directed:True)}) (dice d:2 from:0 num:7) (piece "Pawn" Each (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (and (not (is In (to) (sites "SafeSites"))) (is Enemy (who at:(to)))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (centrePoint)))))))))) (regions "SafeSites" (sites {60 62 2 37 87 89 16 48})) (map "Throw" {(pair 0 7) (pair 1 10) (pair 2 2) (pair 3 3) (pair 4 4) (pair 5 25) (pair 6 30) (pair 7 14)})}) (rules (start {(place Stack "Pawn1" 9 count:4) (place Stack "Pawn2" 26 count:4) (place Stack "Pawn3" 52 count:4) (place Stack "Pawn4" 27 count:4)}) (play (do (roll) next:(forEach Piece) (then (if (and (< (value Player Mover) 2) (is In (mapEntry "Throw" (count Pips)) (sites {7 25 30 14}))) (and (moveAgain) (set Value Mover (+ 1 (value Player Mover)))) (set Value Mover -1))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description Four 3x8 rectangles, arranged in a cross shape around a large central square. The third space, counting from the outer corner, in the two outer rows of each arm of the board are marked with an "X." Four pieces per player. Seven cowrie shells used as dice, the throws as follows: Zero mouths up = 7; one = 10; two = 2; three = 3; four = 4; five = 25; six =30; seven = 14. Throws of 7, 25, 30, and 14 receive an extra throw. Three total throws is the maximum allowed. Pieces begin the game on the top square of the central row of the player's arm of the board. Pieces progress down the central row, then anti-clockwise around the circumference of the board, then up the central row again, to the central space. When a player's piece lands on a spot occupied by an opponent's piece, the opponent's piece is sent back to the starting space. Pieces resting on a marked space cannot be sent back to start; in this case the player's piece as well as the opponent's piece may occupy this space. The first player to bring all four of their pieces to the central space wins. ###Ludii (game "Pachih" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "96,9,S,E,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,E1,N7,End" P1 directed:True) (track "Track2" "96,26,W,S,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,S1,E7,End" P2 directed:True) (track "Track3" "96,52,N,W,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,W1,S7,End" P3 directed:True) (track "Track4" "96,27,E,N,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,N1,W7,End" P4 directed:True)}) (dice d:2 from:0 num:7) (piece "Pawn" Each (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:True (apply (if (and (not (is In (to) (sites "SafeSites"))) (is Enemy (who at:(to)))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (centrePoint)))))))))) (regions "SafeSites" (sites {60 62 2 37 87 89 16 48})) (map "Throw" {(pair 0 7) (pair 1 10) (pair 2 2) (pair 3 3) (pair 4 4) (pair 5 25) (pair 6 30) (pair 7 14)})}) (rules (start {(place Stack "Pawn1" 9 count:4) (place Stack "Pawn2" 26 count:4) (place Stack "Pawn3" 52 count:4) (place Stack "Pawn4" 27 count:4)}) (play (do (roll) next:(forEach Piece) (then (if (and (< (value Player Mover) 2) (is In (mapEntry "Throw" (count Pips)) (sites {7 25 30 14}))) (and (moveAgain) (set Value Mover (+ 1 (value Player Mover)))) (set Value Mover -1))))) (end (if (no Pieces Mover) (result Mover Win)))))
The game is played either by two teams of two players, or by two players playing with two sets of pieces. The pieces move along the outer track of the board according to dice throws. If a piece lands on a space occupied by an opponent, the opponent's piece is sent back to the starting position. Certain marked squares indicate spaces where pieces are safe from being sent back. After completing a circuit of the board, the pieces then move into the central row of squares in the arm where the player began. The player must then move off all of their pieces by an exact roll. The player or team to remove all of their pieces from the board first wins.
(game "Pachisi" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "97,68,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,55,N8" P1 directed:True) (track "Track2" "98,46,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,34,W8" P2 directed:True) (track "Track3" "99,81,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,94,S8" P3 directed:True) (track "Track4" "100,4,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,19,E8" P4 directed:True)}) (hand Each) (dice d:2 from:0 num:6) (map "Die" {(pair 0 25) (pair 1 10) (pair 2 2) (pair 3 3) (pair 4 4) (pair 5 5) (pair 6 6)}) (map "Entry" {(pair 1 68) (pair 2 46) (pair 3 81) (pair 4 4)}) (map "PreviousGoal" {(pair 1 9) (pair 2 27) (pair 3 52) (pair 4 26)}) (regions "Castle" {61 63 65 32 47 15 80 84 86 21 38 3}) (regions "Grace" {0 1 6}) (piece "Pawn" Each (if (or (= (trackSite Move steps:(count Pips)) 96) (and (is In (count Pips) (sites "Grace")) (= (from) (mapEntry "PreviousGoal" (mover))))) (move Select (from) (to 96) (then (remove (last From)))) (if (and (not (= (trackSite Move steps:(mapEntry "Die" (count Pips))) 96)) (not (= (trackSite Move steps:(mapEntry "Die" (count Pips))) -1))) (move (from (from) level:(level)) (to (trackSite Move steps:(mapEntry "Die" (count Pips))) (apply if:(or (not (is In (trackSite Move steps:(mapEntry "Die" (count Pips))) (sites "castle"))) (and (is In (trackSite Move steps:(mapEntry "Die" (count Pips))) (sites "Castle")) (is Friend (who at:(trackSite Move steps:(mapEntry "Die" (count Pips))))))) (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to))))))))))))}) (rules (start {(place Stack "Pawn1" (handSite P1) count:4) (place Stack "Pawn2" (handSite P2) count:4) (place Stack "Pawn3" (handSite P3) count:4) (place Stack "Pawn4" (handSite P4) count:4) (set Team 1 {P1 P3}) (set Team 2 {P2 P4})}) phases:{(phase "firstTurn" (play (do (roll) next:(move (from (handSite (mover))) (to (trackSite Move from:(handSite (mover)) steps:(mapEntry "Die" (count Pips))))))) (nextPhase (> (count Moves) 3) "Movement")) (phase "Movement" (play (do (roll) next:(or {(forEach Piece) (if (and (is Occupied (handSite (mover))) (is In (count Pips) (sites "Grace"))) (move (from (handSite Mover) level:(topLevel at:(handSite (mover)))) (to (mapEntry "Entry" (mover))))) (move Pass)} (then (if (is In (count Pips) (sites "Grace")) (moveAgain)))))))} (end (if (no Pieces TeamMover) (result TeamMover Win)))))
###Description The game is played either by two teams of two players, or by two players playing with two sets of pieces. The pieces move along the outer track of the board according to dice throws. If a piece lands on a space occupied by an opponent, the opponent's piece is sent back to the starting position. Certain marked squares indicate spaces where pieces are safe from being sent back. After completing a circuit of the board, the pieces then move into the central row of squares in the arm where the player began. The player must then move off all of their pieces by an exact roll. The player or team to remove all of their pieces from the board first wins. ###Ludii (game "Pachisi" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "97,68,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,55,N8" P1 directed:True) (track "Track2" "98,46,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,34,W8" P2 directed:True) (track "Track3" "99,81,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,94,S8" P3 directed:True) (track "Track4" "100,4,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,19,E8" P4 directed:True)}) (hand Each) (dice d:2 from:0 num:6) (map "Die" {(pair 0 25) (pair 1 10) (pair 2 2) (pair 3 3) (pair 4 4) (pair 5 5) (pair 6 6)}) (map "Entry" {(pair 1 68) (pair 2 46) (pair 3 81) (pair 4 4)}) (map "PreviousGoal" {(pair 1 9) (pair 2 27) (pair 3 52) (pair 4 26)}) (regions "Castle" {61 63 65 32 47 15 80 84 86 21 38 3}) (regions "Grace" {0 1 6}) (piece "Pawn" Each (if (or (= (trackSite Move steps:(count Pips)) 96) (and (is In (count Pips) (sites "Grace")) (= (from) (mapEntry "PreviousGoal" (mover))))) (move Select (from) (to 96) (then (remove (last From)))) (if (and (not (= (trackSite Move steps:(mapEntry "Die" (count Pips))) 96)) (not (= (trackSite Move steps:(mapEntry "Die" (count Pips))) -1))) (move (from (from) level:(level)) (to (trackSite Move steps:(mapEntry "Die" (count Pips))) (apply if:(or (not (is In (trackSite Move steps:(mapEntry "Die" (count Pips))) (sites "castle"))) (and (is In (trackSite Move steps:(mapEntry "Die" (count Pips))) (sites "Castle")) (is Friend (who at:(trackSite Move steps:(mapEntry "Die" (count Pips))))))) (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to))))))))))))}) (rules (start {(place Stack "Pawn1" (handSite P1) count:4) (place Stack "Pawn2" (handSite P2) count:4) (place Stack "Pawn3" (handSite P3) count:4) (place Stack "Pawn4" (handSite P4) count:4) (set Team 1 {P1 P3}) (set Team 2 {P2 P4})}) phases:{(phase "firstTurn" (play (do (roll) next:(move (from (handSite (mover))) (to (trackSite Move from:(handSite (mover)) steps:(mapEntry "Die" (count Pips))))))) (nextPhase (> (count Moves) 3) "Movement")) (phase "Movement" (play (do (roll) next:(or {(forEach Piece) (if (and (is Occupied (handSite (mover))) (is In (count Pips) (sites "Grace"))) (move (from (handSite Mover) level:(topLevel at:(handSite (mover)))) (to (mapEntry "Entry" (mover))))) (move Pass)} (then (if (is In (count Pips) (sites "Grace")) (moveAgain)))))))} (end (if (no Pieces TeamMover) (result TeamMover Win)))))
Four 3x8 rectangles, arranged in a cross shape with a large square space in the center. The outer corners of each square are marked with a cross, as are the third and sixth space from the same corner. Four players, playing on two teams. Four pieces per player. The pieces are red, green, yellow, and black. Players start with one piece on the sixth and seventh space of the central row in their arm, and two pieces on the third space in the outer row of their arm, to the right. Two rectangular four-sided dice, with the following throws: 1, 3, 4, 6. Players use the throw of a die to move a piece; they may therefore may move two pieces each the value of one of the dice, or one piece twice, using the value of each dice. Play moves down the central track of the player's arm, around the outer perimeter of the board in an anti-clockwise direction, and back up the central row of the player's arm, proceeding into the large central square. When a player's piece moves into a space occupied by an opponent's piece, the opponent's piece is sent to the central square, from which it must begin again. A player cannot move into their central row, approaching the end of the track, unless two of their team member's pieces have moved past the player's own pieces. If two or more of the team member's pieces remain behind the player's own pieces, the player's pieces may not advance past the final three spaces in the left hand track of their home arm of the board. Neither they, nor any of the team's pieces, can proceed until two of the team member's pieces are placed, by exact throws, on the left inner corner of the arm of the player wishing to advance. These two pieces must then proceed together; i.e., only on double throws of the dice, with the exception that a double they cannot be used if it would cause them to land on a space occupied by a team member waiting to move. Once a double throw is successfully made and both pieces moved, the waiting pieces may proceed up the central row. When players cannot move the throws, they pass their turn. Players must move into the central square with an exact throw. The first team to place all of their pieces in the central square wins.
(game "Pahada Keliya" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "96,9,S,E,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,E1,N7,End" P1 directed:True) (track "Track2" "96,26,W,S,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,S1,E7,End" P2 directed:True) (track "Track3" "96,52,N,W,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,W1,S7,End" P3 directed:True) (track "Track4" "96,27,E,N,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,N1,W7,End" P4 directed:True)}) (dice d:4 faces:{1 3 4 6} num:2) (piece "Pawn" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(pips)) if:(if (not (is In (to) (sites Mover "CentralRow"))) True (if (or (is In (from) (sites Mover "CentralRow")) (= (from) 96)) True (<= 1 (value Player Mover)))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (and {(if (= 1 (state at:(to) level:(level))) (if (is Mover P1) (set Value P3 (- (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))) 1)) (if (is Mover P3) (set Value P1 (- (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))) 1)) (if (is Mover P2) (set Value P4 (- (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))) 1)) (set Value P2 (- (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))) 1)))))) (remove (to) level:(level)) (add (piece (if (= (who at:(to) level:(level)) 1) (id "Pawn" P1) (if (= (who at:(to) level:(level)) 2) (id "Pawn" P2) (if (= (who at:(to) level:(level)) 3) (id "Pawn" P3) (id "Pawn" P4))))) (to (centrePoint)))}))))) (then (if (and (= 0 (state at:(last To) level:(last LevelTo))) (is In (last To) (if (is Mover P1) (sites P3 "RightCentral") (if (is Mover P3) (sites P1 "RightCentral") (if (is Mover P2) (sites P4 "RightCentral") (sites P2 "RightCentral")))))) (and (set State at:(last To) 1) (if (is Mover P1) (set Value P3 (+ 1 (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))))) (if (is Mover P3) (set Value P1 (+ 1 (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))))) (if (is Mover P2) (set Value P4 (+ 1 (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))))) (set Value P2 (+ 1 (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))))))))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (regions "CentralRow" P1 (sites Direction from:55 N included:True distance:7)) (regions "CentralRow" P2 (sites Direction from:19 E included:True distance:7)) (regions "CentralRow" P3 (sites Direction from:94 S included:True distance:7)) (regions "CentralRow" P4 (sites Direction from:34 W included:True distance:7)) (regions "RightCentral" P1 (sites Direction from:56 N included:True distance:7)) (regions "RightCentral" P2 (sites Direction from:0 E included:True distance:7)) (regions "RightCentral" P3 (sites Direction from:93 S included:True distance:7)) (regions "RightCentral" P4 (sites Direction from:50 W included:True distance:7))}) (rules (start {(set Team 1 {P1 P3}) (set Team 2 {P2 P4}) (place Stack "Pawn1" 61) (place Stack "Pawn1" 58) (place Stack "Pawn1" 62 count:2) (place Stack "Pawn2" 21) (place Stack "Pawn2" 20) (place Stack "Pawn2" 2 count:2) (place Stack "Pawn3" 88) (place Stack "Pawn3" 91) (place Stack "Pawn3" 87 count:2) (place Stack "Pawn4" 32) (place Stack "Pawn4" 33) (place Stack "Pawn4" 48 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Piece))) (end (if (no Pieces TeamMover) (result TeamMover Win)))))
###Description Four 3x8 rectangles, arranged in a cross shape with a large square space in the center. The outer corners of each square are marked with a cross, as are the third and sixth space from the same corner. Four players, playing on two teams. Four pieces per player. The pieces are red, green, yellow, and black. Players start with one piece on the sixth and seventh space of the central row in their arm, and two pieces on the third space in the outer row of their arm, to the right. Two rectangular four-sided dice, with the following throws: 1, 3, 4, 6. Players use the throw of a die to move a piece; they may therefore may move two pieces each the value of one of the dice, or one piece twice, using the value of each dice. Play moves down the central track of the player's arm, around the outer perimeter of the board in an anti-clockwise direction, and back up the central row of the player's arm, proceeding into the large central square. When a player's piece moves into a space occupied by an opponent's piece, the opponent's piece is sent to the central square, from which it must begin again. A player cannot move into their central row, approaching the end of the track, unless two of their team member's pieces have moved past the player's own pieces. If two or more of the team member's pieces remain behind the player's own pieces, the player's pieces may not advance past the final three spaces in the left hand track of their home arm of the board. Neither they, nor any of the team's pieces, can proceed until two of the team member's pieces are placed, by exact throws, on the left inner corner of the arm of the player wishing to advance. These two pieces must then proceed together; i.e., only on double throws of the dice, with the exception that a double they cannot be used if it would cause them to land on a space occupied by a team member waiting to move. Once a double throw is successfully made and both pieces moved, the waiting pieces may proceed up the central row. When players cannot move the throws, they pass their turn. Players must move into the central square with an exact throw. The first team to place all of their pieces in the central square wins. ###Ludii (game "Pahada Keliya" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "96,9,S,E,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,E1,N7,End" P1 directed:True) (track "Track2" "96,26,W,S,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,S1,E7,End" P2 directed:True) (track "Track3" "96,52,N,W,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,W1,S7,End" P3 directed:True) (track "Track4" "96,27,E,N,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,N1,W7,End" P4 directed:True)}) (dice d:4 faces:{1 3 4 6} num:2) (piece "Pawn" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(pips)) if:(if (not (is In (to) (sites Mover "CentralRow"))) True (if (or (is In (from) (sites Mover "CentralRow")) (= (from) 96)) True (<= 1 (value Player Mover)))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (and {(if (= 1 (state at:(to) level:(level))) (if (is Mover P1) (set Value P3 (- (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))) 1)) (if (is Mover P3) (set Value P1 (- (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))) 1)) (if (is Mover P2) (set Value P4 (- (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))) 1)) (set Value P2 (- (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))) 1)))))) (remove (to) level:(level)) (add (piece (if (= (who at:(to) level:(level)) 1) (id "Pawn" P1) (if (= (who at:(to) level:(level)) 2) (id "Pawn" P2) (if (= (who at:(to) level:(level)) 3) (id "Pawn" P3) (id "Pawn" P4))))) (to (centrePoint)))}))))) (then (if (and (= 0 (state at:(last To) level:(last LevelTo))) (is In (last To) (if (is Mover P1) (sites P3 "RightCentral") (if (is Mover P3) (sites P1 "RightCentral") (if (is Mover P2) (sites P4 "RightCentral") (sites P2 "RightCentral")))))) (and (set State at:(last To) 1) (if (is Mover P1) (set Value P3 (+ 1 (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))))) (if (is Mover P3) (set Value P1 (+ 1 (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))))) (if (is Mover P2) (set Value P4 (+ 1 (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))))) (set Value P2 (+ 1 (if (is Mover P1) (value Player P3) (if (is Mover P3) (value Player P1) (if (is Mover P2) (value Player P4) (value Player P2)))))))))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (regions "CentralRow" P1 (sites Direction from:55 N included:True distance:7)) (regions "CentralRow" P2 (sites Direction from:19 E included:True distance:7)) (regions "CentralRow" P3 (sites Direction from:94 S included:True distance:7)) (regions "CentralRow" P4 (sites Direction from:34 W included:True distance:7)) (regions "RightCentral" P1 (sites Direction from:56 N included:True distance:7)) (regions "RightCentral" P2 (sites Direction from:0 E included:True distance:7)) (regions "RightCentral" P3 (sites Direction from:93 S included:True distance:7)) (regions "RightCentral" P4 (sites Direction from:50 W included:True distance:7))}) (rules (start {(set Team 1 {P1 P3}) (set Team 2 {P2 P4}) (place Stack "Pawn1" 61) (place Stack "Pawn1" 58) (place Stack "Pawn1" 62 count:2) (place Stack "Pawn2" 21) (place Stack "Pawn2" 20) (place Stack "Pawn2" 2 count:2) (place Stack "Pawn3" 88) (place Stack "Pawn3" 91) (place Stack "Pawn3" 87 count:2) (place Stack "Pawn4" 32) (place Stack "Pawn4" 33) (place Stack "Pawn4" 48 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Piece))) (end (if (no Pieces TeamMover) (result TeamMover Win)))))
The board is a single track: nine squares along the bottom row. From the central space, a track of 25 spaces, which makes turns every five spaces. It begins vertically, then to the right, then vertical, then diagonallyup and to the left, then diagonallydown and to the left. The squares just before the track turns are marked with an "X." Three pieces per player. Moves are determined with six cowrie shells, the number of mouths which are face up determine the length of the move. 6, 5, and 1 give the player an additional throw. A player must throw a 6, 5, or 1 to enter a piece on the board. The players begin on opposite sides of the bottom row of squares. The score of each throw must be used in its entirety by one piece; it cannot be subdivided. When a player's piece lands on the same square as an opponent's piece, the opponent's piece is sent back to the start. A piece resting on a marked square cannot be sent to start. To move off the board, a player must throw exactly one more than the number of spaces remaining in the track. The first player to remove all of their pieces from the board wins.
(game "Pancha Keliya" (players 2) (equipment {(board (rotate 90 (merge {(shift 2.79 10.44 (rotate 135 (rectangle 5 1))) (shift 6.32 11.15 (rotate 45 (rectangle 5 1))) (shift 9 11 (graph vertices:{{0 0} {-0.75 0.55} {-0.04 1.24} {1 0}} edges:{{0 1} {1 2} {2 3} {3 0}})) (shift 9 5 (rectangle 6 1)) (shift 5 5 (rectangle 1 5)) (rectangle 1 9) (shift 4 0 (rectangle 6 1))})) {(track "Track1" "23,N4,W,N,W,11,7,SW,SE,End" P1 directed:True) (track "Track2" "31,S4,W,N,W,11,7,SW,SE,End" P2 directed:True)}) (piece "Marker" Each (if (= (trackSite Move steps:(count Pips)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(count Pips)) -1) (if (or (is Empty (trackSite Move steps:(count Pips))) (and (not (is Friend (who at:(trackSite Move steps:(count Pips))))) (not (is In (trackSite Move steps:(count Pips)) (sites "Protect"))))) (move (from) (to (trackSite Move steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Entry" Next)))))))))) (dice d:2 from:0 num:6) (hand Each) (regions "Protect" (sites {27 19 12 10 1})) (regions "SpecialDiceValues" (sites {1 5 6})) (map "Entry" {(pair P1 23) (pair P2 31)})}) (rules (start (place "Marker" "Hand" count:3)) (play (do (roll) next:(if (and (is In (count Pips) (sites "SpecialDiceValues")) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (or (move (from (handSite Mover)) (to (mapEntry "Entry" Mover) if:(not (is Enemy (who at:(to)))))) (forEach Piece) (then (moveAgain))) (forEach Piece)))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description The board is a single track: nine squares along the bottom row. From the central space, a track of 25 spaces, which makes turns every five spaces. It begins vertically, then to the right, then vertical, then diagonallyup and to the left, then diagonallydown and to the left. The squares just before the track turns are marked with an "X." Three pieces per player. Moves are determined with six cowrie shells, the number of mouths which are face up determine the length of the move. 6, 5, and 1 give the player an additional throw. A player must throw a 6, 5, or 1 to enter a piece on the board. The players begin on opposite sides of the bottom row of squares. The score of each throw must be used in its entirety by one piece; it cannot be subdivided. When a player's piece lands on the same square as an opponent's piece, the opponent's piece is sent back to the start. A piece resting on a marked square cannot be sent to start. To move off the board, a player must throw exactly one more than the number of spaces remaining in the track. The first player to remove all of their pieces from the board wins. ###Ludii (game "Pancha Keliya" (players 2) (equipment {(board (rotate 90 (merge {(shift 2.79 10.44 (rotate 135 (rectangle 5 1))) (shift 6.32 11.15 (rotate 45 (rectangle 5 1))) (shift 9 11 (graph vertices:{{0 0} {-0.75 0.55} {-0.04 1.24} {1 0}} edges:{{0 1} {1 2} {2 3} {3 0}})) (shift 9 5 (rectangle 6 1)) (shift 5 5 (rectangle 1 5)) (rectangle 1 9) (shift 4 0 (rectangle 6 1))})) {(track "Track1" "23,N4,W,N,W,11,7,SW,SE,End" P1 directed:True) (track "Track2" "31,S4,W,N,W,11,7,SW,SE,End" P2 directed:True)}) (piece "Marker" Each (if (= (trackSite Move steps:(count Pips)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(count Pips)) -1) (if (or (is Empty (trackSite Move steps:(count Pips))) (and (not (is Friend (who at:(trackSite Move steps:(count Pips))))) (not (is In (trackSite Move steps:(count Pips)) (sites "Protect"))))) (move (from) (to (trackSite Move steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Entry" Next)))))))))) (dice d:2 from:0 num:6) (hand Each) (regions "Protect" (sites {27 19 12 10 1})) (regions "SpecialDiceValues" (sites {1 5 6})) (map "Entry" {(pair P1 23) (pair P2 31)})}) (rules (start (place "Marker" "Hand" count:3)) (play (do (roll) next:(if (and (is In (count Pips) (sites "SpecialDiceValues")) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (or (move (from (handSite Mover)) (to (mapEntry "Entry" Mover) if:(not (is Enemy (who at:(to)))))) (forEach Piece) (then (moveAgain))) (forEach Piece)))) (end (if (no Pieces Mover) (result Mover Win)))))
A track of eleven squares, with marks in the two outer and central squares. Ten further squares extending from the central square, with markings in the fifth and final squares. Including this fifth square, a square track with eleven squares per side, with a marked square in each corner and middle square of each side. Five pieces per player. Seven cowries used as dice. The number of mouths up equals the value of the throw; when no mouths are up the player loses their turn. Players begin from opposite ends of the bottom track, and proceed up the vertical track, around the square, and then up the remainder of the vertical track. A player must throw a 1, 5, or 7 to enter the board. Throws of 1, 5, or 7 grant the player another throw. If a piece lands on a space occupied by a piece belonging to the opponent, the opponent's piece is removed from the board and must enter again. Pieces resting on a marked square are safe from being sent back. The player who moves all five of their pieces beyond the final space in the vertical row with an exact throw wins.
(game "Panchi" (players 2) (equipment {(board (merge {(rectangle 1 11) (shift 0 5 (rotate 90 (rectangle 1 11))) (shift 0 5 (rectangle 1 11)) (shift -5 10 (rotate 90 (rectangle 1 11))) (shift 5 10 (rotate 90 (rectangle 1 11))) (shift 0 15 (rectangle 1 11))}) {(track "Track1" "0,E5,N5,W,N,E,S,W5,N,End" P1 directed:True) (track "Track2" "10,W5,N5,E,N,W,S,E5,N,End" P2 directed:True)}) (piece "Pawn" Each (if (= (trackSite Move steps:(count Pips)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(count Pips)) -1) (if (if (not (is Enemy (who at:(trackSite Move steps:(count Pips))))) True (not (is In (trackSite Move steps:(count Pips)) (sites "Protect")))) (move (from (from) level:(level)) (to (trackSite Move steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to)))) count:(count at:(to)))))))))) (dice d:2 from:0 num:7) (hand Each) (regions "Protect" (sites {0 10 5 16 21 23 30 36 46 56 51 42})) (map {(pair P1 0) (pair P2 10)})}) (rules (start {(place Stack "Pawn1" (handSite P1) count:5) (place Stack "Pawn2" (handSite P2) count:5)}) (play (do (roll) next:(if (can Move (or {(forEach Piece) (forEach Piece container:(mover)) (if (and {(or {(= (count Pips) 1) (= (count Pips) 5) (= (count Pips) 7)}) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (or (is Empty (mapEntry (mover))) (is Friend (who at:(mapEntry (mover)))))}) (move (from (handSite (mover))) (to (mapEntry (mover)))))} (then (if (or {(= (count Pips) 1) (= (count Pips) 5) (= (count Pips) 7)}) (moveAgain))))) (or {(forEach Piece) (forEach Piece container:(mover)) (if (and {(or {(= (count Pips) 1) (= (count Pips) 5) (= (count Pips) 7)}) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (or (is Empty (mapEntry (mover))) (is Friend (who at:(mapEntry (mover)))))}) (move (from (handSite (mover))) (to (mapEntry (mover)))))} (then (if (or {(= (count Pips) 1) (= (count Pips) 5) (= (count Pips) 7)}) (moveAgain)))) (move Pass (then (if (or {(= (count Pips) 1) (= (count Pips) 5) (= (count Pips) 7)}) (moveAgain))))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description A track of eleven squares, with marks in the two outer and central squares. Ten further squares extending from the central square, with markings in the fifth and final squares. Including this fifth square, a square track with eleven squares per side, with a marked square in each corner and middle square of each side. Five pieces per player. Seven cowries used as dice. The number of mouths up equals the value of the throw; when no mouths are up the player loses their turn. Players begin from opposite ends of the bottom track, and proceed up the vertical track, around the square, and then up the remainder of the vertical track. A player must throw a 1, 5, or 7 to enter the board. Throws of 1, 5, or 7 grant the player another throw. If a piece lands on a space occupied by a piece belonging to the opponent, the opponent's piece is removed from the board and must enter again. Pieces resting on a marked square are safe from being sent back. The player who moves all five of their pieces beyond the final space in the vertical row with an exact throw wins. ###Ludii (game "Panchi" (players 2) (equipment {(board (merge {(rectangle 1 11) (shift 0 5 (rotate 90 (rectangle 1 11))) (shift 0 5 (rectangle 1 11)) (shift -5 10 (rotate 90 (rectangle 1 11))) (shift 5 10 (rotate 90 (rectangle 1 11))) (shift 0 15 (rectangle 1 11))}) {(track "Track1" "0,E5,N5,W,N,E,S,W5,N,End" P1 directed:True) (track "Track2" "10,W5,N5,E,N,W,S,E5,N,End" P2 directed:True)}) (piece "Pawn" Each (if (= (trackSite Move steps:(count Pips)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(count Pips)) -1) (if (if (not (is Enemy (who at:(trackSite Move steps:(count Pips))))) True (not (is In (trackSite Move steps:(count Pips)) (sites "Protect")))) (move (from (from) level:(level)) (to (trackSite Move steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite (who at:(to)))) count:(count at:(to)))))))))) (dice d:2 from:0 num:7) (hand Each) (regions "Protect" (sites {0 10 5 16 21 23 30 36 46 56 51 42})) (map {(pair P1 0) (pair P2 10)})}) (rules (start {(place Stack "Pawn1" (handSite P1) count:5) (place Stack "Pawn2" (handSite P2) count:5)}) (play (do (roll) next:(if (can Move (or {(forEach Piece) (forEach Piece container:(mover)) (if (and {(or {(= (count Pips) 1) (= (count Pips) 5) (= (count Pips) 7)}) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (or (is Empty (mapEntry (mover))) (is Friend (who at:(mapEntry (mover)))))}) (move (from (handSite (mover))) (to (mapEntry (mover)))))} (then (if (or {(= (count Pips) 1) (= (count Pips) 5) (= (count Pips) 7)}) (moveAgain))))) (or {(forEach Piece) (forEach Piece container:(mover)) (if (and {(or {(= (count Pips) 1) (= (count Pips) 5) (= (count Pips) 7)}) (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (or (is Empty (mapEntry (mover))) (is Friend (who at:(mapEntry (mover)))))}) (move (from (handSite (mover))) (to (mapEntry (mover)))))} (then (if (or {(= (count Pips) 1) (= (count Pips) 5) (= (count Pips) 7)}) (moveAgain)))) (move Pass (then (if (or {(= (count Pips) 1) (= (count Pips) 5) (= (count Pips) 7)}) (moveAgain))))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Fifteen pieces per player. Two or three dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Both players enter their pieces into the same quadrant of the board, and move pieces along a horseshoe-shaped track around the board toward the quadrant on the opposite side of the board. When a piece lands on a space occupied by a single piece of the opponent, the opponent's piece is removed from the board and must enter again as before. When all of the dice present the same number, the player receives another turn. The player to bear off all of their pieces first wins. The game involves 3 dice
(game "Pareia de Entrada" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 0 1 2 3 4 5 6 7 8 9 10 11 23 22 21 20 19 18 17 16 15 14 13 12} P1 directed:True) (track "Track2" {25 0 1 2 3 4 5 6 7 8 9 10 11 23 22 21 20 19 18 17 16 15 14 13 12} P2 directed:True)} use:Vertex) (dice d:6 num:3) (hand Each) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (if (or (not (is Enemy (who at:(trackSite Move steps:(pips))))) (= 1 (size Stack at:(trackSite Move steps:(pips))))) (move (from) (to (trackSite Move steps:(pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))))}) (rules (start {(place Stack "Disc1" (handSite P1) count:15) (place Stack "Disc2" (handSite P2) count:15)}) (play (do (if (or (is Pending) (not (is Prev Mover))) (roll)) next:(or (forEach Piece top:True) (forEach Piece container:(mover) top:True) (then (and (if (not (all DiceUsed)) (moveAgain)) (if (and (all DiceUsed) (all DiceEqual)) (and (set Pending) (moveAgain)))))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Fifteen pieces per player. Two or three dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Both players enter their pieces into the same quadrant of the board, and move pieces along a horseshoe-shaped track around the board toward the quadrant on the opposite side of the board. When a piece lands on a space occupied by a single piece of the opponent, the opponent's piece is removed from the board and must enter again as before. When all of the dice present the same number, the player receives another turn. The player to bear off all of their pieces first wins. The game involves 3 dice ###Ludii (game "Pareia de Entrada" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 0 1 2 3 4 5 6 7 8 9 10 11 23 22 21 20 19 18 17 16 15 14 13 12} P1 directed:True) (track "Track2" {25 0 1 2 3 4 5 6 7 8 9 10 11 23 22 21 20 19 18 17 16 15 14 13 12} P2 directed:True)} use:Vertex) (dice d:6 num:3) (hand Each) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (if (or (not (is Enemy (who at:(trackSite Move steps:(pips))))) (= 1 (size Stack at:(trackSite Move steps:(pips))))) (move (from) (to (trackSite Move steps:(pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))))))}) (rules (start {(place Stack "Disc1" (handSite P1) count:15) (place Stack "Disc2" (handSite P2) count:15)}) (play (do (if (or (is Pending) (not (is Prev Mover))) (roll)) next:(or (forEach Piece top:True) (forEach Piece container:(mover) top:True) (then (and (if (not (all DiceUsed)) (moveAgain)) (if (and (all DiceUsed) (all DiceEqual)) (and (set Pending) (moveAgain)))))))) (end (if (no Pieces Mover) (result Mover Win)))))
Played on a board with 12 points per side, divided in half. Play occurs only in the top right quadrant of the board. Fifteen pieces per player. Two six-sided dice. A double throw grants the player another throw. Players enter their pieces according to the throws of the dice, and they must use the entire value of a die to place or to move a piece. When all of a player's pieces are on the board, they may bear off their pieces with throws equal to the number of remaining spaces, plus one. If a piece lands on a point with a single piece belonging to the opponent, the opponent's piece is removed from the board and must re-enter. The player who bears off all their pieces first wins.
(game "Paumecary" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 23 22 21 20 19 18 -2} P1 directed:True) (track "Track2" {25 23 22 21 20 19 18 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (or (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))) (then (if (not (all DiceUsed)) (moveAgain)))) (if (is Empty (handSite Mover)) (forEach Die replayDouble:True if:(and (!= (pips) 0) (= (trackSite Move from:(from) steps:(pips)) -2)) (move Remove (from)) (then (if (not (all DiceUsed)) (moveAgain))))))) (hand Each)}) (rules (start {(place Stack "Disc1" (handSite P1) count:15) (place Stack "Disc2" (handSite P2) count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (forEach Piece) (forEach Piece container:(mover))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description Played on a board with 12 points per side, divided in half. Play occurs only in the top right quadrant of the board. Fifteen pieces per player. Two six-sided dice. A double throw grants the player another throw. Players enter their pieces according to the throws of the dice, and they must use the entire value of a die to place or to move a piece. When all of a player's pieces are on the board, they may bear off their pieces with throws equal to the number of remaining spaces, plus one. If a piece lands on a point with a single piece belonging to the opponent, the opponent's piece is removed from the board and must re-enter. The player who bears off all their pieces first wins. ###Ludii (game "Paumecary" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 23 22 21 20 19 18 -2} P1 directed:True) (track "Track2" {25 23 22 21 20 19 18 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (or (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))) (then (if (not (all DiceUsed)) (moveAgain)))) (if (is Empty (handSite Mover)) (forEach Die replayDouble:True if:(and (!= (pips) 0) (= (trackSite Move from:(from) steps:(pips)) -2)) (move Remove (from)) (then (if (not (all DiceUsed)) (moveAgain))))))) (hand Each)}) (rules (start {(place Stack "Disc1" (handSite P1) count:15) (place Stack "Disc2" (handSite P2) count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (forEach Piece) (forEach Piece container:(mover))))) (end (if (no Pieces Mover) (result Mover Win)))))
Cross-shaped board, with two opposite arms bent at a right angle. Line cross each arm, creating 55 intersections where the pieces are placed. Two teams of one, two, or three people play, with each player controlling one piece. Four longitudinally split reed are used as dice, two are unmarked on the concave side which count as 1, and the other two are marked, and count as 15 and 20. The throws are as follows: All convex faces up = 10; all concave sides up = 5; one concave side up = the value of that side; two concave sides up = 2, three concave sides up =3, A player must throw 10 or more to enter the board. Once a piece is entered, the player throws three times consecutively. Each player owns one of the bent arms of the board, and the piece move anti-clockwise from the right hand end of the arm, to the exit at the left hand end of the arm, but not entering the opponent's arm. When a player lands on a space occupied by an opponent's piece, the opponent's piece is sent back to start. Pieces on the central spot (spot 25) are safe from being sent back. When a piece enters the player's arm again as they approach the goal, throws of 10, 15, and 20 count as 1. On the penultimate space, a throw of 2, 3, or 5 allows a piece to exit, but on the final space a throw of 1, 10, 15, or 20 is required. If playing on teams, a player who has reached the goal continues to throw and use those throws to move their teammates' pieces. The first team to remove all their pieces from the board wins. The game is played with 6 players.
(game "Petol" (players 6) (equipment {(board (remove (merge {(shift 0 7 (scale 2 1 (rectangle 3 2))) (scale 2 1 (rectangle 8 2)) (shift 0 9 (scale 2 1 (rectangle 8 2))) (shift 4.5 1 (scale 2 1 (rectangle 6 2))) (shift -4.5 10 (scale 2 1 (rectangle 6 2))) (shift 4.5 6 (graph vertices:{{0 0} {0 1} {2 3} {2 0}} edges:{{0 1} {1 2} {2 3} {3 0}})) (shift 2 7 (graph vertices:{{0 0} {0 2} {4.5 2} {2.5 0}} edges:{{0 1} {1 2} {2 3} {3 0}})) (shift 0 7 (graph vertices:{{0 0} {0 2} {-2.5 2} {-4.5 0}} edges:{{0 1} {1 2} {2 3} {3 0}})) (shift -2.5 10 (graph vertices:{{0 0} {0 -1} {-2 -3} {-2 0}} edges:{{0 1} {1 2} {2 3} {3 0}}))}) edges:{{2 3}}) {(track "Track1" "56,S,E1,S,E,N,W,S7,W1,N,End" P1 directed:True) (track "Track2" "35,N,W1,N,W,S,E,N7,E1,S,End" P2 directed:True) (track "Track3" "56,S,E1,S,E,N,W,S7,W1,N,End" P3 directed:True) (track "Track4" "35,N,W1,N,W,S,E,N7,E1,S,End" P4 directed:True) (track "Track5" "56,S,E1,S,E,N,W,S7,W1,N,End" P5 directed:True) (track "Track6" "35,N,W1,N,W,S,E,N7,E1,S,End" P6 directed:True)} use:Vertex) (dice d:2 facesByDie:{{0 1} {0 1} {0 15} {0 20}} num:4) (piece "Marker" Each (if (= (trackSite Move from:(from) steps:1) -2) (if (or {(= 1 (mapEntry "Throw" (count Pips))) (= 10 (mapEntry "Throw" (count Pips))) (= 15 (mapEntry "Throw" (count Pips))) (= 20 (mapEntry "Throw" (count Pips)))}) (move Remove (from) level:(level))) (if (= (trackSite Move from:(from) steps:2) -2) (or (if (or {(= 2 (mapEntry "Throw" (count Pips))) (= 3 (mapEntry "Throw" (count Pips))) (= 5 (mapEntry "Throw" (count Pips)))}) (move Remove (from) level:(level))) (if (is In (mapEntry "Throw" (count Pips)) (sites {1 10 15 20})) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:1))))) (if (is In (from) (sites Mover "EndTrack")) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(if (is In (mapEntry "Throw" (count Pips)) (sites {1 10 15 20})) 1 (mapEntry "Throw" (count Pips)))) if:True)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:(not (and (is In (to) (sites "SafeSites")) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))))))))))) (hand Each) (map "Throw" {(pair 0 10) (pair 37 5) (pair 1 1) (pair 15 15) (pair 20 20) (pair 2 2) (pair 16 2) (pair 21 2) (pair 35 2) (pair 17 3) (pair 22 3) (pair 36 3)}) (map "Entry" {(pair P1 56) (pair P2 35) (pair P3 56) (pair P4 35) (pair P5 56) (pair P6 35)}) (regions "SafeSites" (sites {2 3})) (regions "EndTrack" P1 (sites {60 47 49 51 53 55 57})) (regions "EndTrack" P2 (sites {58 44 42 40 38 36 34})) (regions "EndTrack" P3 (sites {60 47 49 51 53 55 57})) (regions "EndTrack" P4 (sites {58 44 42 40 38 36 34})) (regions "EndTrack" P5 (sites {60 47 49 51 53 55 57})) (regions "EndTrack" P6 (sites {58 44 42 40 38 36 34}))}) (rules (start {(set Team 1 {P1 P3 P5}) (set Team 2 {P2 P4 P6}) (place "Marker1" (handSite P1)) (place "Marker2" (handSite P2)) (place "Marker3" (handSite P3)) (place "Marker4" (handSite P4)) (place "Marker5" (handSite P5)) (place "Marker6" (handSite P6))}) (play (do (roll) next:(or {(if (and (is Occupied (handSite Mover)) (<= 10 (mapEntry "Throw" (count Pips)))) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)) (then (and (moveAgain) (set Value Mover 0))))) (forEach Piece (then (if (and (< -1 (value Player Mover)) (> 3 (value Player Mover))) (if (> 2 (value Player Mover)) (and (moveAgain) (set Value Mover (+ 1 (value Player Mover)))) (set Value Mover (+ 1 (value Player Mover))))))) (if (no Pieces Mover) (if (or {(is Mover P1) (is Mover P3) (is Mover P5)}) (or {(forEach Piece P1) (forEach Piece P3) (forEach Piece P5)}) (or {(forEach Piece P2) (forEach Piece P4) (forEach Piece P6)})))}))) (end (if (no Pieces TeamMover) (result TeamMover Win)))))
###Description Cross-shaped board, with two opposite arms bent at a right angle. Line cross each arm, creating 55 intersections where the pieces are placed. Two teams of one, two, or three people play, with each player controlling one piece. Four longitudinally split reed are used as dice, two are unmarked on the concave side which count as 1, and the other two are marked, and count as 15 and 20. The throws are as follows: All convex faces up = 10; all concave sides up = 5; one concave side up = the value of that side; two concave sides up = 2, three concave sides up =3, A player must throw 10 or more to enter the board. Once a piece is entered, the player throws three times consecutively. Each player owns one of the bent arms of the board, and the piece move anti-clockwise from the right hand end of the arm, to the exit at the left hand end of the arm, but not entering the opponent's arm. When a player lands on a space occupied by an opponent's piece, the opponent's piece is sent back to start. Pieces on the central spot (spot 25) are safe from being sent back. When a piece enters the player's arm again as they approach the goal, throws of 10, 15, and 20 count as 1. On the penultimate space, a throw of 2, 3, or 5 allows a piece to exit, but on the final space a throw of 1, 10, 15, or 20 is required. If playing on teams, a player who has reached the goal continues to throw and use those throws to move their teammates' pieces. The first team to remove all their pieces from the board wins. The game is played with 6 players. ###Ludii (game "Petol" (players 6) (equipment {(board (remove (merge {(shift 0 7 (scale 2 1 (rectangle 3 2))) (scale 2 1 (rectangle 8 2)) (shift 0 9 (scale 2 1 (rectangle 8 2))) (shift 4.5 1 (scale 2 1 (rectangle 6 2))) (shift -4.5 10 (scale 2 1 (rectangle 6 2))) (shift 4.5 6 (graph vertices:{{0 0} {0 1} {2 3} {2 0}} edges:{{0 1} {1 2} {2 3} {3 0}})) (shift 2 7 (graph vertices:{{0 0} {0 2} {4.5 2} {2.5 0}} edges:{{0 1} {1 2} {2 3} {3 0}})) (shift 0 7 (graph vertices:{{0 0} {0 2} {-2.5 2} {-4.5 0}} edges:{{0 1} {1 2} {2 3} {3 0}})) (shift -2.5 10 (graph vertices:{{0 0} {0 -1} {-2 -3} {-2 0}} edges:{{0 1} {1 2} {2 3} {3 0}}))}) edges:{{2 3}}) {(track "Track1" "56,S,E1,S,E,N,W,S7,W1,N,End" P1 directed:True) (track "Track2" "35,N,W1,N,W,S,E,N7,E1,S,End" P2 directed:True) (track "Track3" "56,S,E1,S,E,N,W,S7,W1,N,End" P3 directed:True) (track "Track4" "35,N,W1,N,W,S,E,N7,E1,S,End" P4 directed:True) (track "Track5" "56,S,E1,S,E,N,W,S7,W1,N,End" P5 directed:True) (track "Track6" "35,N,W1,N,W,S,E,N7,E1,S,End" P6 directed:True)} use:Vertex) (dice d:2 facesByDie:{{0 1} {0 1} {0 15} {0 20}} num:4) (piece "Marker" Each (if (= (trackSite Move from:(from) steps:1) -2) (if (or {(= 1 (mapEntry "Throw" (count Pips))) (= 10 (mapEntry "Throw" (count Pips))) (= 15 (mapEntry "Throw" (count Pips))) (= 20 (mapEntry "Throw" (count Pips)))}) (move Remove (from) level:(level))) (if (= (trackSite Move from:(from) steps:2) -2) (or (if (or {(= 2 (mapEntry "Throw" (count Pips))) (= 3 (mapEntry "Throw" (count Pips))) (= 5 (mapEntry "Throw" (count Pips)))}) (move Remove (from) level:(level))) (if (is In (mapEntry "Throw" (count Pips)) (sites {1 10 15 20})) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:1))))) (if (is In (from) (sites Mover "EndTrack")) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(if (is In (mapEntry "Throw" (count Pips)) (sites {1 10 15 20})) 1 (mapEntry "Throw" (count Pips)))) if:True)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:(not (and (is In (to) (sites "SafeSites")) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))))))))))) (hand Each) (map "Throw" {(pair 0 10) (pair 37 5) (pair 1 1) (pair 15 15) (pair 20 20) (pair 2 2) (pair 16 2) (pair 21 2) (pair 35 2) (pair 17 3) (pair 22 3) (pair 36 3)}) (map "Entry" {(pair P1 56) (pair P2 35) (pair P3 56) (pair P4 35) (pair P5 56) (pair P6 35)}) (regions "SafeSites" (sites {2 3})) (regions "EndTrack" P1 (sites {60 47 49 51 53 55 57})) (regions "EndTrack" P2 (sites {58 44 42 40 38 36 34})) (regions "EndTrack" P3 (sites {60 47 49 51 53 55 57})) (regions "EndTrack" P4 (sites {58 44 42 40 38 36 34})) (regions "EndTrack" P5 (sites {60 47 49 51 53 55 57})) (regions "EndTrack" P6 (sites {58 44 42 40 38 36 34}))}) (rules (start {(set Team 1 {P1 P3 P5}) (set Team 2 {P2 P4 P6}) (place "Marker1" (handSite P1)) (place "Marker2" (handSite P2)) (place "Marker3" (handSite P3)) (place "Marker4" (handSite P4)) (place "Marker5" (handSite P5)) (place "Marker6" (handSite P6))}) (play (do (roll) next:(or {(if (and (is Occupied (handSite Mover)) (<= 10 (mapEntry "Throw" (count Pips)))) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)) (then (and (moveAgain) (set Value Mover 0))))) (forEach Piece (then (if (and (< -1 (value Player Mover)) (> 3 (value Player Mover))) (if (> 2 (value Player Mover)) (and (moveAgain) (set Value Mover (+ 1 (value Player Mover)))) (set Value Mover (+ 1 (value Player Mover))))))) (if (no Pieces Mover) (if (or {(is Mover P1) (is Mover P3) (is Mover P5)}) (or {(forEach Piece P1) (forEach Piece P3) (forEach Piece P5)}) (or {(forEach Piece P2) (forEach Piece P4) (forEach Piece P6)})))}))) (end (if (no Pieces TeamMover) (result TeamMover Win)))))
2x12 board, with the spaces rendered as points, divided into half. Fifteen pieces per player, which begin on the rightmost point, with respect to the player, on the opposite side of the board from which they sit. Two six-sided dice. Pieces move according to the throws of the dice, the value of a die being used to move a piece the entire value of the die. A throw of double sixes makes the player play six twice, then five twice, then four twice, and so on down to one. A throw of double fives forces the player to play five twice and then six twice. A throw of double four, three, or two forces the player to play two of that number, down to one. A play of double ones forces the player to play one twice, then two twice, up to six. More than two pieces of the same player may not occupy a point on the starting side of the board. The player cannot move past the penultimate point on the opposite side of the board until five pieces have been moved from the starting point. A single opponent's piece may be removed from the board when a player's piece lands on it, and the opponent's piece must reenter the board. Pieces cannot move to a point occupied by two opponent's piece. A piece cannot reenter the board on a point occupied by another piece, whether belonging to the player or the opponent. When all of a player's pieces have reached the final quadrant of the board, the player may begin to remove them from the table. The player who bears off their pieces scores two points.
(game "Piprjall" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P1 directed:True) (track "Track2" {0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die replayDouble:True if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (hand Each) (regions "FinalQuadrant" P1 (sites {7 8 9 10 11 12})) (regions "FinalQuadrant" P2 (sites {13 14 15 16 17 18})) (regions "StartingSide" P1 (sites {25 24 23 22 21 20 18 17 16 15 14 13})) (regions "StartingSide" P2 (sites {0 1 2 3 4 5 7 8 9 10 11 12})) (regions "AfterPenultimate" P1 (sites {12})) (regions "AfterPenultimate" P2 (sites {13})) (map "Entry" {(pair P1 25) (pair P2 0)})}) (rules (start {(place Stack "Disc1" 25 count:15) (place Stack "Disc2" 0 count:15)}) (play (if (can Move (if (>= 0 (value Player Mover)) (do (if (not (is Prev Mover)) (roll)) next:(if (all DiceEqual) (or (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (face 28) 1)) if:(is Empty (to))))) (forEach Piece (if (= (trackSite Move from:(from) steps:(face 28)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(face 28)) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) top:True) (then (and {(moveAgain) (set Var "FirstPlay" 1) (set Value Mover (face 28)) (set Var "DoubleToPlay" (face 28))}))) (or (if (is Occupied (handSite Mover)) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (pips) 1)) if:(is Empty (to)))) (then (if (not (all DiceUsed)) (moveAgain))))) (forEach Piece top:True)))) (or (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (var "DoubleToPlay") 1)) if:(is Empty (to))))) (forEach Piece (if (= (trackSite Move from:(from) steps:(var "DoubleToPlay")) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(var "DoubleToPlay")) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) top:True) (then (and {(if (or (= (value Player Mover) 1) (= (value Player Mover) 5)) (if (!= (var "FirstPlay") 1) (and (set Var "DoubleToPlay" (var "DoubleToPlay")) (moveAgain)) (if (!= 6 (var "DoubleToPlay")) (and (set Var "DoubleToPlay" (+ (var "DoubleToPlay") 1)) (moveAgain)) (and (set Var "DoubleToPlay" 0) (set Value Mover 0)))) (if (!= (var "FirstPlay") 1) (and (set Var "DoubleToPlay" (var "DoubleToPlay")) (moveAgain)) (if (!= 1 (var "DoubleToPlay")) (and (set Var "DoubleToPlay" (- (var "DoubleToPlay") 1)) (moveAgain)) (and (set Var "DoubleToPlay" 0) (set Value Mover 0))))) (if (!= (var "FirstPlay") 1) (set Var "FirstPlay" 1) (set Var "FirstPlay" 0))}))) (then (if (no Pieces Mover) (set Score Mover 2))))) (if (>= 0 (value Player Mover)) (do (if (not (is Prev Mover)) (roll)) next:(if (all DiceEqual) (or (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (face 28) 1)) if:(is Empty (to))))) (forEach Piece (if (= (trackSite Move from:(from) steps:(face 28)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(face 28)) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) top:True) (then (and {(moveAgain) (set Var "FirstPlay" 1) (set Value Mover (face 28)) (set Var "DoubleToPlay" (face 28))}))) (or (if (is Occupied (handSite Mover)) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (pips) 1)) if:(is Empty (to)))) (then (if (not (all DiceUsed)) (moveAgain))))) (forEach Piece top:True)))) (or (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (var "DoubleToPlay") 1)) if:(is Empty (to))))) (forEach Piece (if (= (trackSite Move from:(from) steps:(var "DoubleToPlay")) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(var "DoubleToPlay")) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) top:True) (then (and {(if (or (= (value Player Mover) 1) (= (value Player Mover) 5)) (if (!= (var "FirstPlay") 1) (and (set Var "DoubleToPlay" (var "DoubleToPlay")) (moveAgain)) (if (!= 6 (var "DoubleToPlay")) (and (set Var "DoubleToPlay" (+ (var "DoubleToPlay") 1)) (moveAgain)) (and (set Var "DoubleToPlay" 0) (set Value Mover 0)))) (if (!= (var "FirstPlay") 1) (and (set Var "DoubleToPlay" (var "DoubleToPlay")) (moveAgain)) (if (!= 1 (var "DoubleToPlay")) (and (set Var "DoubleToPlay" (- (var "DoubleToPlay") 1)) (moveAgain)) (and (set Var "DoubleToPlay" 0) (set Value Mover 0))))) (if (!= (var "FirstPlay") 1) (set Var "FirstPlay" 1) (set Var "FirstPlay" 0))}))) (then (if (no Pieces Mover) (set Score Mover 2)))) (move Pass (then (and {(set Value Mover 0) (set Var "FirstPlay" 0) (set Var "DoubleToPlay" 0)}))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, with the spaces rendered as points, divided into half. Fifteen pieces per player, which begin on the rightmost point, with respect to the player, on the opposite side of the board from which they sit. Two six-sided dice. Pieces move according to the throws of the dice, the value of a die being used to move a piece the entire value of the die. A throw of double sixes makes the player play six twice, then five twice, then four twice, and so on down to one. A throw of double fives forces the player to play five twice and then six twice. A throw of double four, three, or two forces the player to play two of that number, down to one. A play of double ones forces the player to play one twice, then two twice, up to six. More than two pieces of the same player may not occupy a point on the starting side of the board. The player cannot move past the penultimate point on the opposite side of the board until five pieces have been moved from the starting point. A single opponent's piece may be removed from the board when a player's piece lands on it, and the opponent's piece must reenter the board. Pieces cannot move to a point occupied by two opponent's piece. A piece cannot reenter the board on a point occupied by another piece, whether belonging to the player or the opponent. When all of a player's pieces have reached the final quadrant of the board, the player may begin to remove them from the table. The player who bears off their pieces scores two points. ###Ludii (game "Piprjall" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P1 directed:True) (track "Track2" {0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die replayDouble:True if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (hand Each) (regions "FinalQuadrant" P1 (sites {7 8 9 10 11 12})) (regions "FinalQuadrant" P2 (sites {13 14 15 16 17 18})) (regions "StartingSide" P1 (sites {25 24 23 22 21 20 18 17 16 15 14 13})) (regions "StartingSide" P2 (sites {0 1 2 3 4 5 7 8 9 10 11 12})) (regions "AfterPenultimate" P1 (sites {12})) (regions "AfterPenultimate" P2 (sites {13})) (map "Entry" {(pair P1 25) (pair P2 0)})}) (rules (start {(place Stack "Disc1" 25 count:15) (place Stack "Disc2" 0 count:15)}) (play (if (can Move (if (>= 0 (value Player Mover)) (do (if (not (is Prev Mover)) (roll)) next:(if (all DiceEqual) (or (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (face 28) 1)) if:(is Empty (to))))) (forEach Piece (if (= (trackSite Move from:(from) steps:(face 28)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(face 28)) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) top:True) (then (and {(moveAgain) (set Var "FirstPlay" 1) (set Value Mover (face 28)) (set Var "DoubleToPlay" (face 28))}))) (or (if (is Occupied (handSite Mover)) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (pips) 1)) if:(is Empty (to)))) (then (if (not (all DiceUsed)) (moveAgain))))) (forEach Piece top:True)))) (or (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (var "DoubleToPlay") 1)) if:(is Empty (to))))) (forEach Piece (if (= (trackSite Move from:(from) steps:(var "DoubleToPlay")) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(var "DoubleToPlay")) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) top:True) (then (and {(if (or (= (value Player Mover) 1) (= (value Player Mover) 5)) (if (!= (var "FirstPlay") 1) (and (set Var "DoubleToPlay" (var "DoubleToPlay")) (moveAgain)) (if (!= 6 (var "DoubleToPlay")) (and (set Var "DoubleToPlay" (+ (var "DoubleToPlay") 1)) (moveAgain)) (and (set Var "DoubleToPlay" 0) (set Value Mover 0)))) (if (!= (var "FirstPlay") 1) (and (set Var "DoubleToPlay" (var "DoubleToPlay")) (moveAgain)) (if (!= 1 (var "DoubleToPlay")) (and (set Var "DoubleToPlay" (- (var "DoubleToPlay") 1)) (moveAgain)) (and (set Var "DoubleToPlay" 0) (set Value Mover 0))))) (if (!= (var "FirstPlay") 1) (set Var "FirstPlay" 1) (set Var "FirstPlay" 0))}))) (then (if (no Pieces Mover) (set Score Mover 2))))) (if (>= 0 (value Player Mover)) (do (if (not (is Prev Mover)) (roll)) next:(if (all DiceEqual) (or (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (face 28) 1)) if:(is Empty (to))))) (forEach Piece (if (= (trackSite Move from:(from) steps:(face 28)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(face 28)) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) top:True) (then (and {(moveAgain) (set Var "FirstPlay" 1) (set Value Mover (face 28)) (set Var "DoubleToPlay" (face 28))}))) (or (if (is Occupied (handSite Mover)) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (pips) 1)) if:(is Empty (to)))) (then (if (not (all DiceUsed)) (moveAgain))))) (forEach Piece top:True)))) (or (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "Entry" Mover) steps:(- (var "DoubleToPlay") 1)) if:(is Empty (to))))) (forEach Piece (if (= (trackSite Move from:(from) steps:(var "DoubleToPlay")) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(var "DoubleToPlay")) if:(and {(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (> 2 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "AfterPenultimate"))) True (>= 10 (count Pieces in:(sites {(handSite Mover) (mapEntry "Entry" Mover)}))))}) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) top:True) (then (and {(if (or (= (value Player Mover) 1) (= (value Player Mover) 5)) (if (!= (var "FirstPlay") 1) (and (set Var "DoubleToPlay" (var "DoubleToPlay")) (moveAgain)) (if (!= 6 (var "DoubleToPlay")) (and (set Var "DoubleToPlay" (+ (var "DoubleToPlay") 1)) (moveAgain)) (and (set Var "DoubleToPlay" 0) (set Value Mover 0)))) (if (!= (var "FirstPlay") 1) (and (set Var "DoubleToPlay" (var "DoubleToPlay")) (moveAgain)) (if (!= 1 (var "DoubleToPlay")) (and (set Var "DoubleToPlay" (- (var "DoubleToPlay") 1)) (moveAgain)) (and (set Var "DoubleToPlay" 0) (set Value Mover 0))))) (if (!= (var "FirstPlay") 1) (set Var "FirstPlay" 1) (set Var "FirstPlay" 0))}))) (then (if (no Pieces Mover) (set Score Mover 2)))) (move Pass (then (and {(set Value Mover 0) (set Var "FirstPlay" 0) (set Var "DoubleToPlay" 0)}))))) (end (if (no Pieces Mover) (result Mover Win)))))
Played on a standard Backgammon board. Each player starts with fifteen pieces on the starting point of their track. Two six-sided dice. The pieces move around the board in opposite directions in a horseshoe-shaped track. Each player rolls one die. The player who rolls highest goes first. The player then rolls two die to begin play. The numbers on the two dice constitute separate moves; i.e. a piece must move the full value of an individual die. One piece may move the combined total of the two die. Doubles are played twice. A player must use both numbers of a roll if possible, or all four numbers in the case of doubles. If a player lands on a point occupied by a single opposing piece, the opponent’s piece is trapped until the trapping player removes their piece. A piece may not be moved to a point occupied by two or more of the opponent's pieces. The player cannot move a piece to a point where the opponent has trapped another of the player's pieces. Once a player has moved all fifteen of their pieces into the their home section of the board (that is, the six points at the end of the player's track), the player may begin bearing off. A player cannot bear off when the player has one or more pieces trapped inside the their home section. A player bears off by rolling a number equal to the number of points left in the track of a piece, plus one. If there is no piece on the point indicated by the roll, then the player must make a legal move using a piece that will not remove it from the board. If there are no pieces available to fulfill this condition, the player must remove a piece that is furthest from the goal. The first player to bear off all fifteen pieces wins the game. If the last piece belonging to player remains in the starting position is trapped by the opponent before it has left the starting position, the player loses. The only exception is if the opponent still has pieces on their starting position. A game in which both players' respective pieces in the starting position are trapped is a draw. In Tavli, in subsequent rounds, the winner of the previous round plays first. The game is also typically played with a point system, where points are lost based on the winning conditions. Players lose two points by losing if they haven't yet borne off any of their pieces, or one point if they have borne off at least one piece. A player who loses because their final piece in the starting position was trapped loses two points.
(game "Plakoto" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P1 directed:True) (track "Track2" {25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P2 directed:True)} use:Vertex) (dice num:2) (regions P1 {20 21 22 23 24 25}) (regions P2 {7 8 9 10 11 12}) (piece "Disc" Each (forEach Die replayDouble:True if:(and {(!= (pips) 0) (!= (trackSite Move from:(from) steps:(pips)) -1) (!= (trackSite Move from:(from) steps:(pips)) -2)}) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to))))))))}) (rules (start {(place Stack "Disc1" 12 count:15) (place Stack "Disc2" 25 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover))) (forEach Die replayDouble:True if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (and (is Occupied (site)) (!= (trackSite Move from:(site) steps:(pips)) -1)) (if (= (trackSite Move from:(site) steps:(pips)) -2) (move Remove (from)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))))))) noMoveYet:(firstMoveOnTrack "Track" Mover (if (and (is Friend (who at:(site))) (< (trackSite Move from:(site) steps:(pips)) 0)) (move Remove (from)))) (then (if (not (all DiceUsed)) (moveAgain))))) (max Distance "Track" Mover (forEach Piece top:True (then (if (not (all DiceUsed)) (moveAgain)))))))) (end {(if (no Pieces Mover) (byScore {(score P1 (if (is Mover P1) (if (= (size Stack in:(sites Occupied by:P2)) 15) 2 1) 0)) (score P2 (if (is Mover P2) (if (= (size Stack in:(sites Occupied by:P1)) 15) 2 1) 0))})) (if (and (= (what at:12 level:0) (id "Disc1" P1)) (= (what at:12 level:1) (id "Disc2" P2))) (byScore {(score P1 0) (score P2 2)})) (if (and (= (what at:25 level:0) (id "Disc2" P2)) (= (what at:25 level:1) (id "Disc1" P1))) (byScore {(score P1 2) (score P2 0)}))})))
###Description Played on a standard Backgammon board. Each player starts with fifteen pieces on the starting point of their track. Two six-sided dice. The pieces move around the board in opposite directions in a horseshoe-shaped track. Each player rolls one die. The player who rolls highest goes first. The player then rolls two die to begin play. The numbers on the two dice constitute separate moves; i.e. a piece must move the full value of an individual die. One piece may move the combined total of the two die. Doubles are played twice. A player must use both numbers of a roll if possible, or all four numbers in the case of doubles. If a player lands on a point occupied by a single opposing piece, the opponent’s piece is trapped until the trapping player removes their piece. A piece may not be moved to a point occupied by two or more of the opponent's pieces. The player cannot move a piece to a point where the opponent has trapped another of the player's pieces. Once a player has moved all fifteen of their pieces into the their home section of the board (that is, the six points at the end of the player's track), the player may begin bearing off. A player cannot bear off when the player has one or more pieces trapped inside the their home section. A player bears off by rolling a number equal to the number of points left in the track of a piece, plus one. If there is no piece on the point indicated by the roll, then the player must make a legal move using a piece that will not remove it from the board. If there are no pieces available to fulfill this condition, the player must remove a piece that is furthest from the goal. The first player to bear off all fifteen pieces wins the game. If the last piece belonging to player remains in the starting position is trapped by the opponent before it has left the starting position, the player loses. The only exception is if the opponent still has pieces on their starting position. A game in which both players' respective pieces in the starting position are trapped is a draw. In Tavli, in subsequent rounds, the winner of the previous round plays first. The game is also typically played with a point system, where points are lost based on the winning conditions. Players lose two points by losing if they haven't yet borne off any of their pieces, or one point if they have borne off at least one piece. A player who loses because their final piece in the starting position was trapped loses two points. ###Ludii (game "Plakoto" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P1 directed:True) (track "Track2" {25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P2 directed:True)} use:Vertex) (dice num:2) (regions P1 {20 21 22 23 24 25}) (regions P2 {7 8 9 10 11 12}) (piece "Disc" Each (forEach Die replayDouble:True if:(and {(!= (pips) 0) (!= (trackSite Move from:(from) steps:(pips)) -1) (!= (trackSite Move from:(from) steps:(pips)) -2)}) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to))))))))}) (rules (start {(place Stack "Disc1" 12 count:15) (place Stack "Disc2" 25 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover))) (forEach Die replayDouble:True if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (and (is Occupied (site)) (!= (trackSite Move from:(site) steps:(pips)) -1)) (if (= (trackSite Move from:(site) steps:(pips)) -2) (move Remove (from)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))))))) noMoveYet:(firstMoveOnTrack "Track" Mover (if (and (is Friend (who at:(site))) (< (trackSite Move from:(site) steps:(pips)) 0)) (move Remove (from)))) (then (if (not (all DiceUsed)) (moveAgain))))) (max Distance "Track" Mover (forEach Piece top:True (then (if (not (all DiceUsed)) (moveAgain)))))))) (end {(if (no Pieces Mover) (byScore {(score P1 (if (is Mover P1) (if (= (size Stack in:(sites Occupied by:P2)) 15) 2 1) 0)) (score P2 (if (is Mover P2) (if (= (size Stack in:(sites Occupied by:P1)) 15) 2 1) 0))})) (if (and (= (what at:12 level:0) (id "Disc1" P1)) (= (what at:12 level:1) (id "Disc2" P2))) (byScore {(score P1 0) (score P2 2)})) (if (and (= (what at:25 level:0) (id "Disc2" P2)) (= (what at:25 level:1) (id "Disc1" P1))) (byScore {(score P1 2) (score P2 0)}))})))
The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left. Each player has 15 pieces. The starting position is as such, numbering the points from the origin of each player's track: Point six: five pieces. Point 8: three pieces. Point 13: five pieces. Point 24: two pieces. Play begins by each player rolling one die; the player who rolls the highest plays first, and then rolls again to begin play. Players move according to the number on each die by moving one piece the number on one die and another the number on the other die, or by moving one piece twice (once for each die). If doubles are rolled, the player must play the number on each die twice. Players cannot end their move on a point with multiple opposing pieces. If a player ends the turn on a point with one opposing piece, that piece is placed in the middle of the board (not on a point) and must reenter the board according the the next die roll, counting the origin point as a move of one. They cannot reenter on a point with two or more pieces. No other pieces can move until all of the pieces belonging to that player are removed from the center. When all of a player's pieces are on their final 6 points, they may start removing pieces from the board. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins. The winner gains one point, or two points if the opponent has pieces in their starting quadrant.
(game "Portes" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25 -2} P1 directed:True) (track "Track2" {19 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P2 directed:True)} use:Vertex) (dice num:2) (regions P1 {20 21 22 23 24 25}) (regions P2 {7 8 9 10 11 12}) (map {(pair 1 6) (pair 2 19)}) (piece "Disc" Each (forEach Die replayDouble:True if:(and {(!= (pips) 0) (!= (trackSite Move from:(from) steps:(pips)) -1) (!= (trackSite Move from:(from) steps:(pips)) -2)}) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry Next))))))))}) (rules (start {(place Stack "Disc1" 0 count:5) (place Stack "Disc1" 12 count:2) (place Stack "Disc1" 17 count:3) (place Stack "Disc1" 20 count:5) (place Stack "Disc2" 4 count:3) (place Stack "Disc2" 7 count:5) (place Stack "Disc2" 13 count:5) (place Stack "Disc2" 25 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover))) (forEach Die replayDouble:True if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (and (is Occupied (site)) (!= (trackSite Move from:(site) steps:(pips)) -1)) (if (= (trackSite Move from:(site) steps:(pips)) -2) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry Next)))))))) noMoveYet:(firstMoveOnTrack "Track" Mover (if (and (is Friend (who at:(site))) (< (trackSite Move from:(site) steps:(pips)) 0)) (move Remove (site)))) (then (if (not (all DiceUsed)) (moveAgain))))) (max Distance "Track" Mover (if (is Empty (mapEntry (mover))) (forEach Piece top:True) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (mapEntry (mover))) (to (trackSite Move from:(mapEntry (mover)) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry Next))))))) (then (if (not (all DiceUsed)) (if (can Move (if (is Empty (mapEntry (mover))) (forEach Piece top:True) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (mapEntry (mover))) (to (trackSite Move from:(mapEntry (mover)) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry Next))))))))) (moveAgain))))))))) (end (if (no Pieces Mover) (byScore {(score P1 (if (is Mover P1) (if (= (size Stack in:(sites Occupied by:P2)) 15) 2 1) 0)) (score P2 (if (is Mover P2) (if (= (size Stack in:(sites Occupied by:P1)) 15) 2 1) 0))})))))
###Description The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left. Each player has 15 pieces. The starting position is as such, numbering the points from the origin of each player's track: Point six: five pieces. Point 8: three pieces. Point 13: five pieces. Point 24: two pieces. Play begins by each player rolling one die; the player who rolls the highest plays first, and then rolls again to begin play. Players move according to the number on each die by moving one piece the number on one die and another the number on the other die, or by moving one piece twice (once for each die). If doubles are rolled, the player must play the number on each die twice. Players cannot end their move on a point with multiple opposing pieces. If a player ends the turn on a point with one opposing piece, that piece is placed in the middle of the board (not on a point) and must reenter the board according the the next die roll, counting the origin point as a move of one. They cannot reenter on a point with two or more pieces. No other pieces can move until all of the pieces belonging to that player are removed from the center. When all of a player's pieces are on their final 6 points, they may start removing pieces from the board. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins. The winner gains one point, or two points if the opponent has pieces in their starting quadrant. ###Ludii (game "Portes" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25 -2} P1 directed:True) (track "Track2" {19 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P2 directed:True)} use:Vertex) (dice num:2) (regions P1 {20 21 22 23 24 25}) (regions P2 {7 8 9 10 11 12}) (map {(pair 1 6) (pair 2 19)}) (piece "Disc" Each (forEach Die replayDouble:True if:(and {(!= (pips) 0) (!= (trackSite Move from:(from) steps:(pips)) -1) (!= (trackSite Move from:(from) steps:(pips)) -2)}) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry Next))))))))}) (rules (start {(place Stack "Disc1" 0 count:5) (place Stack "Disc1" 12 count:2) (place Stack "Disc1" 17 count:3) (place Stack "Disc1" 20 count:5) (place Stack "Disc2" 4 count:3) (place Stack "Disc2" 7 count:5) (place Stack "Disc2" 13 count:5) (place Stack "Disc2" 25 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover))) (forEach Die replayDouble:True if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (and (is Occupied (site)) (!= (trackSite Move from:(site) steps:(pips)) -1)) (if (= (trackSite Move from:(site) steps:(pips)) -2) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry Next)))))))) noMoveYet:(firstMoveOnTrack "Track" Mover (if (and (is Friend (who at:(site))) (< (trackSite Move from:(site) steps:(pips)) 0)) (move Remove (site)))) (then (if (not (all DiceUsed)) (moveAgain))))) (max Distance "Track" Mover (if (is Empty (mapEntry (mover))) (forEach Piece top:True) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (mapEntry (mover))) (to (trackSite Move from:(mapEntry (mover)) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry Next))))))) (then (if (not (all DiceUsed)) (if (can Move (if (is Empty (mapEntry (mover))) (forEach Piece top:True) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (mapEntry (mover))) (to (trackSite Move from:(mapEntry (mover)) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry Next))))))))) (moveAgain))))))))) (end (if (no Pieces Mover) (byScore {(score P1 (if (is Mover P1) (if (= (size Stack in:(sites Occupied by:P2)) 15) 2 1) 0)) (score P2 (if (is Mover P2) (if (= (size Stack in:(sites Occupied by:P1)) 15) 2 1) 0))})))))
2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Three six-sided dice. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions, one from their bottom right to the top right, the other from their bottom left to their top left. Pieces begin on the board, each player with eight pieces on the sixth and seven on the seventh point of their track. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. A piece cannot move to a point that is occupied by more than one of the opponent's pieces. If a piece lands on a point occupied by a single piece belonging to the opponent, the opponent's piece is removed from the board and must enter again from the beginning of the player's track. A piece may be borne off the board when a throw is greater than the number of points left on the board. The first player to bear all of their pieces off the board wins.
(game "Provincial" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P1 directed:True) (track "Track2" {19 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P2 directed:True)} use:Vertex) (dice num:3) (map {(pair 1 19) (pair 2 6)}) (piece "Disc" Each)}) (rules (start {(place Stack "Disc1" 7 count:8) (place Stack "Disc1" 5 count:7) (place Stack "Disc2" 20 count:8) (place Stack "Disc2" 18 count:7)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:(pips)) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Three six-sided dice. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions, one from their bottom right to the top right, the other from their bottom left to their top left. Pieces begin on the board, each player with eight pieces on the sixth and seven on the seventh point of their track. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. A piece cannot move to a point that is occupied by more than one of the opponent's pieces. If a piece lands on a point occupied by a single piece belonging to the opponent, the opponent's piece is removed from the board and must enter again from the beginning of the player's track. A piece may be borne off the board when a throw is greater than the number of points left on the board. The first player to bear all of their pieces off the board wins. ###Ludii (game "Provincial" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P1 directed:True) (track "Track2" {19 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P2 directed:True)} use:Vertex) (dice num:3) (map {(pair 1 19) (pair 2 6)}) (piece "Disc" Each)}) (rules (start {(place Stack "Disc1" 7 count:8) (place Stack "Disc1" 5 count:7) (place Stack "Disc2" 20 count:8) (place Stack "Disc2" 18 count:7)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (forEach Site (sites Occupied by:Mover) (if (= (trackSite Move from:(site) steps:(pips)) -1) (move Remove (site)) (move (from (site)) (to (trackSite Move from:(site) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (mover))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Fifteen pieces per player. Pieces begin on one half of a player's side of the board (the half to the left of one player, and to the right of the other player), two per space, then two on the next space and one on the space following that one. Three six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Pieces move in a track the long way around the board toward the portion where the opponent begins. No more than two pieces can occupy a space at a time. When a piece lands on a space occupied by a single piece of the opponent, the opponent's piece is removed from the board. The opponent must then reenter this piece on the board onto an open point according to the throw of the dice, from the original starting quadrant on the board. Players attempt to bear off their pieces by rolling the exact number of spaces left on the board, plus one. The first player to bear off all their pieces wins.
(game "Quinze Tablas" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 0 1 2 3 4 5 6 7 8 9 10 11 23 22 21 20 19 18 17 16 15 14 13 12 -2} P1 directed:True) (track "Track2" {25 12 13 14 15 16 17 18 19 20 21 22 23 11 10 9 8 7 6 5 4 3 2 1 0 -2} P2 directed:True)} use:Vertex) (dice d:6 num:3) (hand Each) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(pips)) -1) (if (= (topLevel at:(trackSite Move steps:(pips))) 0) (move (from) (to (trackSite Move steps:(pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))))))}) (rules (start {(place Stack "Disc1" (sites {0 1 2 3 4 5 6}) count:2) (place Stack "Disc1" 7 count:1) (place Stack "Disc2" (sites {12 13 14 15 16 17 18}) count:2) (place Stack "Disc2" 19 count:1)}) (play (do (if (not (is Prev Mover)) (roll)) next:(if (is Empty (handSite Mover)) (forEach Piece top:True) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(handSite Mover) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end {(if (no Pieces P1) (result P1 Win)) (if (no Pieces P2) (result P2 Win))})))
###Description 2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Fifteen pieces per player. Pieces begin on one half of a player's side of the board (the half to the left of one player, and to the right of the other player), two per space, then two on the next space and one on the space following that one. Three six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Pieces move in a track the long way around the board toward the portion where the opponent begins. No more than two pieces can occupy a space at a time. When a piece lands on a space occupied by a single piece of the opponent, the opponent's piece is removed from the board. The opponent must then reenter this piece on the board onto an open point according to the throw of the dice, from the original starting quadrant on the board. Players attempt to bear off their pieces by rolling the exact number of spaces left on the board, plus one. The first player to bear off all their pieces wins. ###Ludii (game "Quinze Tablas" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 0 1 2 3 4 5 6 7 8 9 10 11 23 22 21 20 19 18 17 16 15 14 13 12 -2} P1 directed:True) (track "Track2" {25 12 13 14 15 16 17 18 19 20 21 22 23 11 10 9 8 7 6 5 4 3 2 1 0 -2} P2 directed:True)} use:Vertex) (dice d:6 num:3) (hand Each) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(pips)) -1) (if (= (topLevel at:(trackSite Move steps:(pips))) 0) (move (from) (to (trackSite Move steps:(pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))))))))}) (rules (start {(place Stack "Disc1" (sites {0 1 2 3 4 5 6}) count:2) (place Stack "Disc1" 7 count:1) (place Stack "Disc2" (sites {12 13 14 15 16 17 18}) count:2) (place Stack "Disc2" 19 count:1)}) (play (do (if (not (is Prev Mover)) (roll)) next:(if (is Empty (handSite Mover)) (forEach Piece top:True) (forEach Die replayDouble:True if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(handSite Mover) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end {(if (no Pieces P1) (result P1 Win)) (if (no Pieces P2) (result P2 Win))})))
Played on a board with 36 holes arranged in a square, with a gap in the center of each side. There are two semi circles of five holes on the outside of two opposite corners of the board. Two pieces per player. Four stick dice are used, each with one marked side. Each die is marked differently for a different value: 4, 6, 14, 15. The throws are as follows: All marked sides up = 5; three marked sides up = 3; two marked sides up = 2, one marked side up = the value of the marked side; zero marked sides up = 10. Throws of 14 may instead be played as a throw of 1, whenever the player chooses. Players’ pieces enter on the branching arcs. Players move in opposite directions around the board, and then back down the arc in which they started, moving their pieces off the board. If a player lands on the same spot as the opponent, the opponent’s piece is removed from the board and must re-enter. A player's piece is allowed to occupy the same space as that player's other piece. On the last side of the rectangle before completing a circuit of the board, only throws of 1, 2, or 3 are used. Players must make an exact throw to get a piece off the board. The first player to remove their pieces from the board wins.
(game "Romavoa" (players 2) (equipment {(board (add (merge {(shift -1.25 -0.34 (rotate 30 (rectangle 6 1))) (rectangle 1 5) (rectangle 5 1) (shift 0 6 (rectangle 5 1)) (shift 0 10 (rectangle 1 5)) (shift 7 0 (rectangle 1 5)) (shift 7 10 (rectangle 1 5)) (shift 11 0 (rectangle 5 1)) (shift 11 6 (rectangle 5 1)) (shift 12.25 5.33 (rotate 30 (rectangle 6 1)))}) edges:{{13 14} {22 28} {37 36} {9 23}}) {(track "Track1" "46,5,SSE,N,E,S,W,NNW2,End" P1 directed:True) (track "Track2" "47,41,NNW,W,S,E,N,SSE2,End" P2 directed:True)} use:Vertex) (regions "AllSites" (sites Board)) (regions "LastSide" P1 (sites {6 7 8 9 23 24 25 26 27})) (regions "LastSide" P2 (sites {27 33 34 35 36 37 38 39 40})) (dice d:2 facesByDie:{{0 4} {0 6} {0 14} {0 15}} num:4) (piece "Marker" Each (if (if (not (is In (from) (sites Mover "LastSide"))) True (or {(= (mapEntry "Throw" (count Pips)) 1) (= (mapEntry "Throw" (count Pips)) 2) (= (mapEntry "Throw" (count Pips)) 3)})) (or (if (= 14 (mapEntry "Throw" (count Pips))) (if (= (trackSite Move steps:1) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move steps:1) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))))))))) (if (= (trackSite Move steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move steps:(mapEntry "Throw" (count Pips))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))))))))))) (hand Each) (map "Throw" {(pair 0 10) (pair 39 5) (pair 24 3) (pair 25 3) (pair 35 3) (pair 33 3) (pair 10 2) (pair 18 2) (pair 19 2) (pair 20 2) (pair 21 2) (pair 29 2)})}) (rules (start {(place Stack "Marker1" (handSite P1) count:2) (place Stack "Marker2" (handSite P2) count:2)}) (play (do (roll) next:(or (forEach Piece) (forEach Piece container:(mover))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description Played on a board with 36 holes arranged in a square, with a gap in the center of each side. There are two semi circles of five holes on the outside of two opposite corners of the board. Two pieces per player. Four stick dice are used, each with one marked side. Each die is marked differently for a different value: 4, 6, 14, 15. The throws are as follows: All marked sides up = 5; three marked sides up = 3; two marked sides up = 2, one marked side up = the value of the marked side; zero marked sides up = 10. Throws of 14 may instead be played as a throw of 1, whenever the player chooses. Players’ pieces enter on the branching arcs. Players move in opposite directions around the board, and then back down the arc in which they started, moving their pieces off the board. If a player lands on the same spot as the opponent, the opponent’s piece is removed from the board and must re-enter. A player's piece is allowed to occupy the same space as that player's other piece. On the last side of the rectangle before completing a circuit of the board, only throws of 1, 2, or 3 are used. Players must make an exact throw to get a piece off the board. The first player to remove their pieces from the board wins. ###Ludii (game "Romavoa" (players 2) (equipment {(board (add (merge {(shift -1.25 -0.34 (rotate 30 (rectangle 6 1))) (rectangle 1 5) (rectangle 5 1) (shift 0 6 (rectangle 5 1)) (shift 0 10 (rectangle 1 5)) (shift 7 0 (rectangle 1 5)) (shift 7 10 (rectangle 1 5)) (shift 11 0 (rectangle 5 1)) (shift 11 6 (rectangle 5 1)) (shift 12.25 5.33 (rotate 30 (rectangle 6 1)))}) edges:{{13 14} {22 28} {37 36} {9 23}}) {(track "Track1" "46,5,SSE,N,E,S,W,NNW2,End" P1 directed:True) (track "Track2" "47,41,NNW,W,S,E,N,SSE2,End" P2 directed:True)} use:Vertex) (regions "AllSites" (sites Board)) (regions "LastSide" P1 (sites {6 7 8 9 23 24 25 26 27})) (regions "LastSide" P2 (sites {27 33 34 35 36 37 38 39 40})) (dice d:2 facesByDie:{{0 4} {0 6} {0 14} {0 15}} num:4) (piece "Marker" Each (if (if (not (is In (from) (sites Mover "LastSide"))) True (or {(= (mapEntry "Throw" (count Pips)) 1) (= (mapEntry "Throw" (count Pips)) 2) (= (mapEntry "Throw" (count Pips)) 3)})) (or (if (= 14 (mapEntry "Throw" (count Pips))) (if (= (trackSite Move steps:1) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move steps:1) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))))))))) (if (= (trackSite Move steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move steps:(mapEntry "Throw" (count Pips))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))))))))))) (hand Each) (map "Throw" {(pair 0 10) (pair 39 5) (pair 24 3) (pair 25 3) (pair 35 3) (pair 33 3) (pair 10 2) (pair 18 2) (pair 19 2) (pair 20 2) (pair 21 2) (pair 29 2)})}) (rules (start {(place Stack "Marker1" (handSite P1) count:2) (place Stack "Marker2" (handSite P2) count:2)}) (play (do (roll) next:(or (forEach Piece) (forEach Piece container:(mover))))) (end (if (no Pieces Mover) (result Mover Win)))))
Each player starts play on one of the top corners of the 3x4 grid, proceeding down that row to the opposite corner, and then up the central track, which both players use, and then turning back toward the original side of the track when reaching the top of the central track in the 2x3 grid. If a player lands on an opponent's spot, they are removed from the board and may reenter on a subsequent turn. A rosette in the center of the central track marks the spot where a player is safe from capture. Rosettes in the four corners allow a player to roll again. A player wins when they remove all seven of their pieces from the board by rolling the exact number of spaces left in the track, plus one. The pieces follow the track described by Finkel. The rosettes are protecting the pieces and allow them to replay.
(game "Royal Game of Ur" (players 2) (equipment {(board (hole (hole (rectangle 3 8) (poly {{4 0} {4 1} {6 1} {6 0}})) (poly {{4 2} {4 3} {6 3} {6 2}})) {(track "Track1" "20,3,W,N1,E,S1,W,End" P1 directed:True) (track "Track2" "21,17,W,S1,E,N1,W,End" P2 directed:True)}) (dice d:2 from:0 num:4) (hand Each) (regions "Replay" (sites {"A1" "A3" "D2" "G1" "G3"})) (piece "UrPiece" Each (if (= (trackSite Move steps:(count Pips)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(count Pips)) -1) (if (or (is Empty (trackSite Move steps:(count Pips))) (and (not (is Friend (who at:(trackSite Move steps:(count Pips))))) (not (is In (trackSite Move steps:(count Pips)) (sites "Replay"))))) (move (from) (to (trackSite Move steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))) (then (if (is In (last To) (sites "Replay")) (moveAgain))))))))}) (rules (start {(place "UrPiece1" (handSite P1) count:7) (place "UrPiece2" (handSite P2) count:7)}) (play (do (roll) next:(if (!= (count Pips) 0) (or (forEach Piece) (forEach Piece container:(mover)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description Each player starts play on one of the top corners of the 3x4 grid, proceeding down that row to the opposite corner, and then up the central track, which both players use, and then turning back toward the original side of the track when reaching the top of the central track in the 2x3 grid. If a player lands on an opponent's spot, they are removed from the board and may reenter on a subsequent turn. A rosette in the center of the central track marks the spot where a player is safe from capture. Rosettes in the four corners allow a player to roll again. A player wins when they remove all seven of their pieces from the board by rolling the exact number of spaces left in the track, plus one. The pieces follow the track described by Finkel. The rosettes are protecting the pieces and allow them to replay. ###Ludii (game "Royal Game of Ur" (players 2) (equipment {(board (hole (hole (rectangle 3 8) (poly {{4 0} {4 1} {6 1} {6 0}})) (poly {{4 2} {4 3} {6 3} {6 2}})) {(track "Track1" "20,3,W,N1,E,S1,W,End" P1 directed:True) (track "Track2" "21,17,W,S1,E,N1,W,End" P2 directed:True)}) (dice d:2 from:0 num:4) (hand Each) (regions "Replay" (sites {"A1" "A3" "D2" "G1" "G3"})) (piece "UrPiece" Each (if (= (trackSite Move steps:(count Pips)) -2) (move Remove (from)) (if (!= (trackSite Move steps:(count Pips)) -1) (if (or (is Empty (trackSite Move steps:(count Pips))) (and (not (is Friend (who at:(trackSite Move steps:(count Pips))))) (not (is In (trackSite Move steps:(count Pips)) (sites "Replay"))))) (move (from) (to (trackSite Move steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))) (then (if (is In (last To) (sites "Replay")) (moveAgain))))))))}) (rules (start {(place "UrPiece1" (handSite P1) count:7) (place "UrPiece2" (handSite P2) count:7)}) (play (do (roll) next:(if (!= (count Pips) 0) (or (forEach Piece) (forEach Piece container:(mover)))))) (end (if (no Pieces Mover) (result Mover Win)))))
Played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left. Each player has 15 pieces. Each player's pieces begin in three stacks of five on the first point of their track. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. If a player places all of their pieces on all of the points on the final six points of their side of the board, with three on each of the final three points, they win two points. Otherwise, they move into the opposite side of the board. When an opponent's piece lands on a point occupied by one of the player's pieces on the opponent's side of the board, the piece is removed from the board and must enter again. A player's pieces cannot be hit on their own side of the board. Once a player has brought all of their pieces into the final six points of the board, they may begin to bear off. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins.
(game "Schuster" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25 -2} P1 directed:True) (track "Track2" {19 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (and {(is Enemy (who at:(to))) (not (is In (to) (sites Mover "OppositeSide"))) (= (topLevel at:(to)) 0)}) (not (is Enemy (who at:(to))))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Bar" Next))))))) (then (and (if (not (all DiceUsed)) (moveAgain)) (if (if (is Mover P1) (and {(= 15 (count Pieces Mover in:(sites {0 1 2 3 4 5}))) (is Friend (who at:3)) (is Friend (who at:4)) (is Friend (who at:5)) (= 3 (size Stack at:0)) (= 3 (size Stack at:1)) (= 3 (size Stack at:2))}) (and {(= 15 (count Pieces Mover in:(sites {13 14 15 16 17 18}))) (is Friend (who at:16)) (is Friend (who at:17)) (is Friend (who at:18)) (= 3 (size Stack at:13)) (= 3 (size Stack at:14)) (= 3 (size Stack at:15))})) (addScore Mover 2)))))) (regions "FinalQuadrant" P1 (sites {20 21 22 23 24 25})) (regions "FinalQuadrant" P2 (sites {7 8 9 10 11 12})) (regions "OppositeSide" P1 (sites {25 24 23 22 21 20 18 17 16 15 14 13})) (regions "OppositeSide" P2 (sites {0 1 2 3 4 5 7 8 9 10 11 12})) (map "Bar" {(pair P1 6) (pair P2 19)})}) (rules (start {(place Stack "Disc1" 12 count:15) (place Stack "Disc2" 25 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Piece top:True))) (end {(if (if (is Mover P1) (and {(= 15 (count Pieces Mover in:(sites {0 1 2 3 4 5}))) (is Friend (who at:3)) (is Friend (who at:4)) (is Friend (who at:5)) (= 3 (size Stack at:0)) (= 3 (size Stack at:1)) (= 3 (size Stack at:2))}) (and {(= 15 (count Pieces Mover in:(sites {13 14 15 16 17 18}))) (is Friend (who at:16)) (is Friend (who at:17)) (is Friend (who at:18)) (= 3 (size Stack at:13)) (= 3 (size Stack at:14)) (= 3 (size Stack at:15))})) (result Mover Win)) (if (no Pieces Mover) (result Mover Win))})))
###Description Played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left. Each player has 15 pieces. Each player's pieces begin in three stacks of five on the first point of their track. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. If a player places all of their pieces on all of the points on the final six points of their side of the board, with three on each of the final three points, they win two points. Otherwise, they move into the opposite side of the board. When an opponent's piece lands on a point occupied by one of the player's pieces on the opponent's side of the board, the piece is removed from the board and must enter again. A player's pieces cannot be hit on their own side of the board. Once a player has brought all of their pieces into the final six points of the board, they may begin to bear off. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins. ###Ludii (game "Schuster" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25 -2} P1 directed:True) (track "Track2" {19 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (and {(is Enemy (who at:(to))) (not (is In (to) (sites Mover "OppositeSide"))) (= (topLevel at:(to)) 0)}) (not (is Enemy (who at:(to))))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Bar" Next))))))) (then (and (if (not (all DiceUsed)) (moveAgain)) (if (if (is Mover P1) (and {(= 15 (count Pieces Mover in:(sites {0 1 2 3 4 5}))) (is Friend (who at:3)) (is Friend (who at:4)) (is Friend (who at:5)) (= 3 (size Stack at:0)) (= 3 (size Stack at:1)) (= 3 (size Stack at:2))}) (and {(= 15 (count Pieces Mover in:(sites {13 14 15 16 17 18}))) (is Friend (who at:16)) (is Friend (who at:17)) (is Friend (who at:18)) (= 3 (size Stack at:13)) (= 3 (size Stack at:14)) (= 3 (size Stack at:15))})) (addScore Mover 2)))))) (regions "FinalQuadrant" P1 (sites {20 21 22 23 24 25})) (regions "FinalQuadrant" P2 (sites {7 8 9 10 11 12})) (regions "OppositeSide" P1 (sites {25 24 23 22 21 20 18 17 16 15 14 13})) (regions "OppositeSide" P2 (sites {0 1 2 3 4 5 7 8 9 10 11 12})) (map "Bar" {(pair P1 6) (pair P2 19)})}) (rules (start {(place Stack "Disc1" 12 count:15) (place Stack "Disc2" 25 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Piece top:True))) (end {(if (if (is Mover P1) (and {(= 15 (count Pieces Mover in:(sites {0 1 2 3 4 5}))) (is Friend (who at:3)) (is Friend (who at:4)) (is Friend (who at:5)) (= 3 (size Stack at:0)) (= 3 (size Stack at:1)) (= 3 (size Stack at:2))}) (and {(= 15 (count Pieces Mover in:(sites {13 14 15 16 17 18}))) (is Friend (who at:16)) (is Friend (who at:17)) (is Friend (who at:18)) (= 3 (size Stack at:13)) (= 3 (size Stack at:14)) (= 3 (size Stack at:15))})) (result Mover Win)) (if (no Pieces Mover) (result Mover Win))})))
2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Fifteen pieces per player. Three six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Both players begin in the same quadrant of the board. One player's pieces are arranged as follows: Eight on the first point of the quadrant to their left, four on the fifth, and three on the sixth. The other player places five on the second, third, and fourth space of the same quadrant. The track proceeds in a clockwise direction around the board. When a player's piece lands on a space occupied by a single piece of the opponent, it is sent back to the beginning of the quadrant to the right of the starting quadrant. Pieces bear off from the quadrant diagonal from the starting quadrant. The first player to bear off all their pieces wins.
(game "Seys Dos y As" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17} P1 directed:True) (track "Track2" {25 11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17} P2 directed:True)} use:Vertex) (dice d:6 num:3) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (hand Each)}) (rules (start {(place Stack "Disc1" 11 count:8) (place Stack "Disc1" 6 count:3) (place Stack "Disc1" 7 count:4) (place Stack "Disc2" (sites {10 9 8}) count:5)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (forEach Piece top:True) (forEach Piece container:(mover) top:True)))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. Fifteen pieces per player. Three six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Both players begin in the same quadrant of the board. One player's pieces are arranged as follows: Eight on the first point of the quadrant to their left, four on the fifth, and three on the sixth. The other player places five on the second, third, and fourth space of the same quadrant. The track proceeds in a clockwise direction around the board. When a player's piece lands on a space occupied by a single piece of the opponent, it is sent back to the beginning of the quadrant to the right of the starting quadrant. Pieces bear off from the quadrant diagonal from the starting quadrant. The first player to bear off all their pieces wins. ###Ludii (game "Seys Dos y As" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17} P1 directed:True) (track "Track2" {25 11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17} P2 directed:True)} use:Vertex) (dice d:6 num:3) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (hand Each)}) (rules (start {(place Stack "Disc1" 11 count:8) (place Stack "Disc1" 6 count:3) (place Stack "Disc1" 7 count:4) (place Stack "Disc2" (sites {10 9 8}) count:5)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (forEach Piece top:True) (forEach Piece container:(mover) top:True)))) (end (if (no Pieces Mover) (result Mover Win)))))
The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left). Each player has 15 pieces. The starting position is as such, number the points from the origin of each player's track: Point six: five pieces Point 8: three pieces Point 13: five pieces Point 24: two pieces. Players move according to the number on each die by moving one piece the number on one die and other the number on the other die, or by moving one piece the total number of both die. Players cannot end their move on a point with multiple opposing pieces. If a player ends the turn on a point with one opposing piece, that piece is placed in the middle of the board (not on a point) and must reenter the board according the the next die roll, counting the origin point as a move of 1. They cannot reenter on a point with two or more pieces. No other pieces can move until all of the pieces belonging to that player are removed from the center. When all of a player's pieces are on their final 6 points, they may start removing pieces from the board. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins.
(game "Shuanglu" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17 18 19 20 21 22 23 -2} P1 directed:True) (track "Track2" {25 23 22 21 20 19 18 17 16 15 14 13 12 0 1 2 3 4 5 6 7 8 9 10 11 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (hand Each) (regions "FinalQuadrant" P1 (sites {18 19 20 21 22 23})) (regions "FinalQuadrant" P2 (sites {6 7 8 9 10 11}))}) (rules (start {(place Stack "Disc1" 6 count:5) (place Stack "Disc1" 4 count:3) (place Stack "Disc1" 12 count:5) (place Stack "Disc1" 23 count:2) (place Stack "Disc2" 18 count:5) (place Stack "Disc2" 16 count:3) (place Stack "Disc2" 0 count:5) (place Stack "Disc2" 11 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(priority {(if (is Occupied (handSite Mover)) (forEach Die if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(handSite Mover) steps:(pips)) if:(< (size Stack at:(to)) 2) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))) (then (if (not (all DiceUsed)) (moveAgain))))) (if (is Empty (handSite Mover)) (max Distance (forEach Piece top:True)))}))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left). Each player has 15 pieces. The starting position is as such, number the points from the origin of each player's track: Point six: five pieces Point 8: three pieces Point 13: five pieces Point 24: two pieces. Players move according to the number on each die by moving one piece the number on one die and other the number on the other die, or by moving one piece the total number of both die. Players cannot end their move on a point with multiple opposing pieces. If a player ends the turn on a point with one opposing piece, that piece is placed in the middle of the board (not on a point) and must reenter the board according the the next die roll, counting the origin point as a move of 1. They cannot reenter on a point with two or more pieces. No other pieces can move until all of the pieces belonging to that player are removed from the center. When all of a player's pieces are on their final 6 points, they may start removing pieces from the board. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins. ###Ludii (game "Shuanglu" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17 18 19 20 21 22 23 -2} P1 directed:True) (track "Track2" {25 23 22 21 20 19 18 17 16 15 14 13 12 0 1 2 3 4 5 6 7 8 9 10 11 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (hand Each) (regions "FinalQuadrant" P1 (sites {18 19 20 21 22 23})) (regions "FinalQuadrant" P2 (sites {6 7 8 9 10 11}))}) (rules (start {(place Stack "Disc1" 6 count:5) (place Stack "Disc1" 4 count:3) (place Stack "Disc1" 12 count:5) (place Stack "Disc1" 23 count:2) (place Stack "Disc2" 18 count:5) (place Stack "Disc2" 16 count:3) (place Stack "Disc2" 0 count:5) (place Stack "Disc2" 11 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(priority {(if (is Occupied (handSite Mover)) (forEach Die if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(handSite Mover) steps:(pips)) if:(< (size Stack at:(to)) 2) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))) (then (if (not (all DiceUsed)) (moveAgain))))) (if (is Empty (handSite Mover)) (max Distance (forEach Piece top:True)))}))) (end (if (no Pieces Mover) (result Mover Win)))))
Four 3x8 rectangles, arranged in a cross shape around a large central square space. Squares marked with "X" (counting from top of each row): fifth in each outer row, fourth in central row. Four players playing on two teams. Three pieces per player. Play begins in the central row of each player's arm of the board. Six cowrie shells used as dice. Values of the cowries are: 0=6, 1=10, 2=2, 3=3, 4=4, 5=25, 6=12. A roll of 10 or 25 adds an extra move of 1. This extra move must be used to enter a new piece on the board if possible, if not possible then it can be assigned to any piece. Pieces on a space marked "x" are safe from being captured. Players play until they throw a 2, 3, or 4. The value of an individual roll can only move one piece, but multiple pieces can be moved in turns with multiple rolls. Pieces enter the board with a throw of 10 or 25. Pieces enter the board from the central square onto the central row of their arm of the cross, and then anti-clockwise around the board, then back up the central row of their arm, entering the central square only with an exact throw. The first team to move all of their pieces into the central square wins.
(game "Sokkattan" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "96,9,S,E,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,E1,N7,End" P1 directed:True) (track "Track2" "96,26,W,S,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,S1,E7,End" P2 directed:True) (track "Track3" "96,52,N,W,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,W1,S7,End" P3 directed:True) (track "Track4" "96,27,E,N,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,N1,W7,End" P4 directed:True)}) (hand Each) (dice d:2 from:0 num:6) (piece "Pawn" Each (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:(not (and (is In (to) (sites "SafeSites")) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))))))))) (regions "SafeSites" (sites {67 63 65 23 38 3 82 84 86 30 47 15})) (map "Throw" {(pair 0 6) (pair 1 10) (pair 2 2) (pair 3 3) (pair 4 4) (pair 5 25) (pair 6 12)}) (map "Entry" {(pair P1 67) (pair P2 23) (pair P3 82) (pair P4 30)})}) (rules (start {(set Team 1 {P1 P3}) (set Team 2 {P2 P4}) (place Stack "Pawn1" (handSite P1) count:3) (place Stack "Pawn2" (handSite P2) count:3) (place Stack "Pawn3" (handSite P3) count:3) (place Stack "Pawn4" (handSite P4) count:3)}) (play (do (roll) next:(if (= (var "ExtraOne") 1) (priority {(if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)))) (forEach Piece (if (= (trackSite Move from:(from) steps:1) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:1) if:(not (and (is In (to) (sites "SafeSites")) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level))))))))))))} (then (and (moveAgain) (set Var "ExtraOne" 0)))) (or (if (and (is Occupied (handSite Mover)) (is In (mapEntry "Throw" (count Pips)) (sites {10 25}))) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)))) (forEach Piece))) (then (if (not (is In (mapEntry "Throw" (count Pips)) (sites {2 3 4}))) (and (if (is In (mapEntry "Throw" (count Pips)) (sites {10 25})) (set Var "ExtraOne" 1)) (moveAgain)))))) (end (if (no Pieces TeamMover) (result TeamMover Win)))))
###Description Four 3x8 rectangles, arranged in a cross shape around a large central square space. Squares marked with "X" (counting from top of each row): fifth in each outer row, fourth in central row. Four players playing on two teams. Three pieces per player. Play begins in the central row of each player's arm of the board. Six cowrie shells used as dice. Values of the cowries are: 0=6, 1=10, 2=2, 3=3, 4=4, 5=25, 6=12. A roll of 10 or 25 adds an extra move of 1. This extra move must be used to enter a new piece on the board if possible, if not possible then it can be assigned to any piece. Pieces on a space marked "x" are safe from being captured. Players play until they throw a 2, 3, or 4. The value of an individual roll can only move one piece, but multiple pieces can be moved in turns with multiple rolls. Pieces enter the board with a throw of 10 or 25. Pieces enter the board from the central square onto the central row of their arm of the cross, and then anti-clockwise around the board, then back up the central row of their arm, entering the central square only with an exact throw. The first team to move all of their pieces into the central square wins. ###Ludii (game "Sokkattan" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "96,9,S,E,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,E1,N7,End" P1 directed:True) (track "Track2" "96,26,W,S,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,S1,E7,End" P2 directed:True) (track "Track3" "96,52,N,W,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,W1,S7,End" P3 directed:True) (track "Track4" "96,27,E,N,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,N1,W7,End" P4 directed:True)}) (hand Each) (dice d:2 from:0 num:6) (piece "Pawn" Each (if (= (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(mapEntry "Throw" (count Pips))) if:(not (and (is In (to) (sites "SafeSites")) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level)))))))))))) (regions "SafeSites" (sites {67 63 65 23 38 3 82 84 86 30 47 15})) (map "Throw" {(pair 0 6) (pair 1 10) (pair 2 2) (pair 3 3) (pair 4 4) (pair 5 25) (pair 6 12)}) (map "Entry" {(pair P1 67) (pair P2 23) (pair P3 82) (pair P4 30)})}) (rules (start {(set Team 1 {P1 P3}) (set Team 2 {P2 P4}) (place Stack "Pawn1" (handSite P1) count:3) (place Stack "Pawn2" (handSite P2) count:3) (place Stack "Pawn3" (handSite P3) count:3) (place Stack "Pawn4" (handSite P4) count:3)}) (play (do (roll) next:(if (= (var "ExtraOne") 1) (priority {(if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)))) (forEach Piece (if (= (trackSite Move from:(from) steps:1) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:1) if:(not (and (is In (to) (sites "SafeSites")) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level))))))))))))} (then (and (moveAgain) (set Var "ExtraOne" 0)))) (or (if (and (is Occupied (handSite Mover)) (is In (mapEntry "Throw" (count Pips)) (sites {10 25}))) (move (from (handSite Mover)) (to (mapEntry "Entry" Mover)))) (forEach Piece))) (then (if (not (is In (mapEntry "Throw" (count Pips)) (sites {2 3 4}))) (and (if (is In (mapEntry "Throw" (count Pips)) (sites {10 25})) (set Var "ExtraOne" 1)) (moveAgain)))))) (end (if (no Pieces TeamMover) (result TeamMover Win)))))
The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left). Each player has 15 pieces. The starting position is as such, numbering the points from the origin of each player's track: Point six: five pieces Point 8: three pieces Point 13: five pieces Point 24: two pieces. Players move according to the number on each die by moving one piece the number on one die and other the number on the other die, or by moving one piece the total number of both die. Players cannot end their move on a point with multiple opposing pieces. If a player ends the turn on a point with one opposing piece, that piece is placed in the middle of the board (not on a point) and must reenter the board according the the next die roll, counting the origin point as a move of 1. They cannot reenter on a point with two or more pieces. No other pieces can move until all of the pieces belonging to that player are removed from the center. When all of a player's pieces are on their final 6 points, they may start removing pieces from the board. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins.
(game "Ssang-Ryouk" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17 18 19 20 21 22 23 -2} P1 directed:True) (track "Track2" {25 23 22 21 20 19 18 17 16 15 14 13 12 0 1 2 3 4 5 6 7 8 9 10 11 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= -2 (trackSite Move from:(from) steps:(pips))) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (hand Each) (regions "FinalQuadrant" P1 (sites {18 19 20 21 22 23})) (regions "FinalQuadrant" P2 (sites {6 7 8 9 10 11}))}) (rules (start {(place Stack "Disc1" 6 count:5) (place Stack "Disc1" 4 count:3) (place Stack "Disc1" 12 count:5) (place Stack "Disc1" 23 count:2) (place Stack "Disc2" 18 count:5) (place Stack "Disc2" 16 count:3) (place Stack "Disc2" 0 count:5) (place Stack "Disc2" 11 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(priority {(if (is Occupied (handSite Mover)) (forEach Die if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(handSite Mover) steps:(pips)) if:(< (size Stack at:(to)) 2) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))) (then (if (not (all DiceUsed)) (moveAgain))))) (if (is Empty (handSite Mover)) (max Distance (forEach Piece top:True)))}))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left). Each player has 15 pieces. The starting position is as such, numbering the points from the origin of each player's track: Point six: five pieces Point 8: three pieces Point 13: five pieces Point 24: two pieces. Players move according to the number on each die by moving one piece the number on one die and other the number on the other die, or by moving one piece the total number of both die. Players cannot end their move on a point with multiple opposing pieces. If a player ends the turn on a point with one opposing piece, that piece is placed in the middle of the board (not on a point) and must reenter the board according the the next die roll, counting the origin point as a move of 1. They cannot reenter on a point with two or more pieces. No other pieces can move until all of the pieces belonging to that player are removed from the center. When all of a player's pieces are on their final 6 points, they may start removing pieces from the board. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins. ###Ludii (game "Ssang-Ryouk" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {24 11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17 18 19 20 21 22 23 -2} P1 directed:True) (track "Track2" {25 23 22 21 20 19 18 17 16 15 14 13 12 0 1 2 3 4 5 6 7 8 9 10 11 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= -2 (trackSite Move from:(from) steps:(pips))) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (hand Each) (regions "FinalQuadrant" P1 (sites {18 19 20 21 22 23})) (regions "FinalQuadrant" P2 (sites {6 7 8 9 10 11}))}) (rules (start {(place Stack "Disc1" 6 count:5) (place Stack "Disc1" 4 count:3) (place Stack "Disc1" 12 count:5) (place Stack "Disc1" 23 count:2) (place Stack "Disc2" 18 count:5) (place Stack "Disc2" 16 count:3) (place Stack "Disc2" 0 count:5) (place Stack "Disc2" 11 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(priority {(if (is Occupied (handSite Mover)) (forEach Die if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(handSite Mover) steps:(pips)) if:(< (size Stack at:(to)) 2) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (handSite Next)))))) (then (if (not (all DiceUsed)) (moveAgain))))) (if (is Empty (handSite Mover)) (max Distance (forEach Piece top:True)))}))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, with the spaces rendered as points, divided into half. Fifteen pieces per player. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. A throw of doubles forces the player to play the throw twice. Each player's pieces begin in three stacks of five, on the leftmost point (with respect to the opponent) on the opponent's side of the board. Play proceeds (with respect to the player) from right to left on the opponent's side of the board, and then from left to right on the player's side of the board. A player cannot place two pieces on a single point on any of the first eleven points of the board, except for those pieces in the starting position, until one of the player's pieces has first landed on the twelfth point. However, a player may place two pieces on any point after the twelfth point, regardless of whether a piece has ever landed on the twelfth point. A player cannot move a piece onto a point containing two or more pieces belonging to the opponent. When a piece lands on a point occupied by a single piece belonging to the opponent, it is removed from the board and must be entered again, and can only do so using the value of one die, not both, with the starting point considered to be point 1, the next point 2, etc. Opponent's pieces can be removed from the board in this way when reentering the board. To win, a player must place their pieces in one of the following winning positions: five pieces on each of the final three points; three pieces on the final five points; seven on the final point, five on the penultimate point, and three on the antepenultimate point; fifteen on the final point. If none of these positions are possible, the player must bear off all of their pieces once all of their pieces have reached the final six points. The first player to reach a winning position or to bear off all of their pieces wins.
(game "Svensk Bradspel" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P1 directed:True) (track "Track2" {19 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die replayDouble:True if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(and (or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (if (= (value Player Mover) 1) True (is Empty (to))))) (apply (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Bar" Next)))))))) (then (and (if (not (all DiceUsed)) (moveAgain)) (if (and (= (last To) (mapEntry "12thPoint" Mover)) (!= 1 (value Player Mover))) (set Value Mover 1)))))) (regions "FinalQuadrant" P1 (sites {7 8 9 10 11 12})) (regions "FinalQuadrant" P2 (sites {13 14 15 16 17 18})) (regions "StartingSide" P1 (sites {25 24 23 22 21 20 18 17 16 15 14})) (regions "StartingSide" P2 (sites {0 1 2 3 4 5 7 8 9 10 11})) (map "12thPoint" {(pair P1 13) (pair P2 12)}) (map "Bar" {(pair P1 6) (pair P2 19)})}) (rules (start {(place Stack "Disc1" 25 count:15) (place Stack "Disc2" 0 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Piece top:True))) (end {(if (no Pieces Mover) (result Mover Win)) (if (if (is Mover P1) (and {(is Friend (who at:10)) (is Friend (who at:11)) (is Friend (who at:12)) (= 5 (size Stack at:10)) (= 5 (size Stack at:11)) (= 5 (size Stack at:12))}) (and {(is Friend (who at:13)) (is Friend (who at:14)) (is Friend (who at:15)) (= 5 (size Stack at:13)) (= 5 (size Stack at:14)) (= 5 (size Stack at:15))})) (result Mover Win)) (if (if (is Mover P1) (and {(is Friend (who at:8)) (is Friend (who at:9)) (is Friend (who at:10)) (is Friend (who at:11)) (is Friend (who at:12)) (= 3 (size Stack at:8)) (= 3 (size Stack at:9)) (= 3 (size Stack at:10)) (= 3 (size Stack at:11)) (= 3 (size Stack at:12))}) (and {(is Friend (who at:13)) (is Friend (who at:14)) (is Friend (who at:15)) (is Friend (who at:17)) (is Friend (who at:18)) (= 3 (size Stack at:13)) (= 3 (size Stack at:14)) (= 3 (size Stack at:15)) (= 3 (size Stack at:17)) (= 3 (size Stack at:18))})) (result Mover Win)) (if (if (is Mover P1) (and {(is Friend (who at:10)) (is Friend (who at:11)) (is Friend (who at:12)) (= 3 (size Stack at:10)) (= 5 (size Stack at:11)) (= 7 (size Stack at:12))}) (and {(is Friend (who at:13)) (is Friend (who at:14)) (is Friend (who at:15)) (= 7 (size Stack at:13)) (= 5 (size Stack at:14)) (= 3 (size Stack at:15))})) (result Mover Win)) (if (if (is Mover P1) (and (is Friend (who at:12)) (= 15 (size Stack at:12))) (and (is Friend (who at:13)) (= 15 (size Stack at:13)))) (result Mover Win))})))
###Description 2x12 board, with the spaces rendered as points, divided into half. Fifteen pieces per player. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. A throw of doubles forces the player to play the throw twice. Each player's pieces begin in three stacks of five, on the leftmost point (with respect to the opponent) on the opponent's side of the board. Play proceeds (with respect to the player) from right to left on the opponent's side of the board, and then from left to right on the player's side of the board. A player cannot place two pieces on a single point on any of the first eleven points of the board, except for those pieces in the starting position, until one of the player's pieces has first landed on the twelfth point. However, a player may place two pieces on any point after the twelfth point, regardless of whether a piece has ever landed on the twelfth point. A player cannot move a piece onto a point containing two or more pieces belonging to the opponent. When a piece lands on a point occupied by a single piece belonging to the opponent, it is removed from the board and must be entered again, and can only do so using the value of one die, not both, with the starting point considered to be point 1, the next point 2, etc. Opponent's pieces can be removed from the board in this way when reentering the board. To win, a player must place their pieces in one of the following winning positions: five pieces on each of the final three points; three pieces on the final five points; seven on the final point, five on the penultimate point, and three on the antepenultimate point; fifteen on the final point. If none of these positions are possible, the player must bear off all of their pieces once all of their pieces have reached the final six points. The first player to reach a winning position or to bear off all of their pieces wins. ###Ludii (game "Svensk Bradspel" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P1 directed:True) (track "Track2" {19 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die replayDouble:True if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(and (or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (if (= (value Player Mover) 1) True (is Empty (to))))) (apply (if (is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Bar" Next)))))))) (then (and (if (not (all DiceUsed)) (moveAgain)) (if (and (= (last To) (mapEntry "12thPoint" Mover)) (!= 1 (value Player Mover))) (set Value Mover 1)))))) (regions "FinalQuadrant" P1 (sites {7 8 9 10 11 12})) (regions "FinalQuadrant" P2 (sites {13 14 15 16 17 18})) (regions "StartingSide" P1 (sites {25 24 23 22 21 20 18 17 16 15 14})) (regions "StartingSide" P2 (sites {0 1 2 3 4 5 7 8 9 10 11})) (map "12thPoint" {(pair P1 13) (pair P2 12)}) (map "Bar" {(pair P1 6) (pair P2 19)})}) (rules (start {(place Stack "Disc1" 25 count:15) (place Stack "Disc2" 0 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Piece top:True))) (end {(if (no Pieces Mover) (result Mover Win)) (if (if (is Mover P1) (and {(is Friend (who at:10)) (is Friend (who at:11)) (is Friend (who at:12)) (= 5 (size Stack at:10)) (= 5 (size Stack at:11)) (= 5 (size Stack at:12))}) (and {(is Friend (who at:13)) (is Friend (who at:14)) (is Friend (who at:15)) (= 5 (size Stack at:13)) (= 5 (size Stack at:14)) (= 5 (size Stack at:15))})) (result Mover Win)) (if (if (is Mover P1) (and {(is Friend (who at:8)) (is Friend (who at:9)) (is Friend (who at:10)) (is Friend (who at:11)) (is Friend (who at:12)) (= 3 (size Stack at:8)) (= 3 (size Stack at:9)) (= 3 (size Stack at:10)) (= 3 (size Stack at:11)) (= 3 (size Stack at:12))}) (and {(is Friend (who at:13)) (is Friend (who at:14)) (is Friend (who at:15)) (is Friend (who at:17)) (is Friend (who at:18)) (= 3 (size Stack at:13)) (= 3 (size Stack at:14)) (= 3 (size Stack at:15)) (= 3 (size Stack at:17)) (= 3 (size Stack at:18))})) (result Mover Win)) (if (if (is Mover P1) (and {(is Friend (who at:10)) (is Friend (who at:11)) (is Friend (who at:12)) (= 3 (size Stack at:10)) (= 5 (size Stack at:11)) (= 7 (size Stack at:12))}) (and {(is Friend (who at:13)) (is Friend (who at:14)) (is Friend (who at:15)) (= 7 (size Stack at:13)) (= 5 (size Stack at:14)) (= 3 (size Stack at:15))})) (result Mover Win)) (if (if (is Mover P1) (and (is Friend (who at:12)) (= 15 (size Stack at:12))) (and (is Friend (who at:13)) (= 15 (size Stack at:13)))) (result Mover Win))})))
2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Two six-sided dice. Play occurs only in two quadrants of the board, opposite one another, a player's pieces only leaving their quadrant to bear off. Two pieces are stacked each on the first three points, and three are stacked in the second three points. Players use throws to unstack pieces on their points, unstacking one piece per die which corresponds to that point. Doubles allow the player to unstack or bear off a number of pieces equal to the total number of the throw. When all of the pieces are unstacked, that player may begin bearing their pieces off. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Once a player has borne off all of their pieces, they must re-enter them onto the points and replicate the starting position. The first player to bear off all their pieces and then place them in the starting position again wins.
(game "Tables Rabbatuees" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {0 1 2 3 4 5} P1 directed:True) (track "Track2" {12 13 14 15 16 17} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move (from (from)) (to (handSite Mover))) (move (from) (to (trackSite Move steps:(pips))))))) (hand Each) (map "StartTrack" {(pair P1 0) (pair P2 12)})}) (rules (start {(place Stack "Disc1" (sites {0 1 2}) count:2) (place Stack "Disc1" (sites {3 4 5}) count:3) (place Stack "Disc2" (sites {12 13 14}) count:2) (place Stack "Disc2" (sites {15 16 17}) count:3)}) phases:{(phase "UnStacking" (play (do (if (not (is Prev Mover)) (roll)) next:(if (or (< 0 (var "Double")) (all DiceEqual)) (do (if (>= 0 (var "Double")) (set Var "Double" (count Pips))) next:(forEach Site (sites Occupied by:Mover) (if (= (state at:(site)) 0) (move Select (from (site)) (then (if (= 3 (size Stack at:(last To))) (forEach Level (last To) (set State at:(last To) level:(level) 1)) (forEach Level (last To) (set State at:(last To) level:(level) 2))))) (if (= (state at:(site)) 1) (move Select (from (site)) (then (forEach Level (last To) (set State at:(last To) level:(level) 2)))))) (then (and (if (< 1 (var "Double")) (moveAgain)) (set Var "Double" (- (var "Double") 1)))))) (forEach Die if:(!= (pips) 0) (or (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 0) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (if (= 3 (size Stack at:(last To))) (forEach Level (last To) (set State at:(last To) level:(level) 1)) (forEach Level (last To) (set State at:(last To) level:(level) 2))) (if (not (all DiceUsed)) (moveAgain)))))) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 1) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 2)) (if (not (all DiceUsed)) (moveAgain))))))))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (or (= (state at:(site)) 0) (= (state at:(site)) 1)))) "BearingOff")) (phase "BearingOff" (play (do (if (not (is Prev Mover)) (roll)) next:(if (or (< 0 (var "Double")) (all DiceEqual)) (do (if (>= 0 (var "Double")) (set Var "Double" (count Pips))) next:(forEach Site (sites Occupied by:Mover) (move (from (site)) (to (handSite Mover))) (then (and (if (< 1 (var "Double")) (moveAgain)) (set Var "Double" (- (var "Double") 1)))))) (forEach Piece top:True)) (then (if (not (all DiceUsed)) (moveAgain))))) (nextPhase Mover (no Pieces Mover in:(sites Board)) "Placing")) (phase "Placing" (play (do (if (not (is Prev Mover)) (roll)) next:(if (is Occupied (handSite Mover)) (forEach Die if:(!= (pips) 0) (if (if (< (pips) 4) (< (size Stack at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 2) (< (size Stack at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 3)) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))))) (then (and (if (not (all DiceUsed)) (moveAgain)) (if (!= 0 (state at:(last To))) (set State at:(last To) 0)))))))) (end (if (is Empty (handSite Mover)) (result Mover Win))))}))
###Description 2x12 board, divided in half, where the spaces are rendered as points. Fifteen pieces per player. Two six-sided dice. Play occurs only in two quadrants of the board, opposite one another, a player's pieces only leaving their quadrant to bear off. Two pieces are stacked each on the first three points, and three are stacked in the second three points. Players use throws to unstack pieces on their points, unstacking one piece per die which corresponds to that point. Doubles allow the player to unstack or bear off a number of pieces equal to the total number of the throw. When all of the pieces are unstacked, that player may begin bearing their pieces off. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Once a player has borne off all of their pieces, they must re-enter them onto the points and replicate the starting position. The first player to bear off all their pieces and then place them in the starting position again wins. ###Ludii (game "Tables Rabbatuees" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {0 1 2 3 4 5} P1 directed:True) (track "Track2" {12 13 14 15 16 17} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move (from (from)) (to (handSite Mover))) (move (from) (to (trackSite Move steps:(pips))))))) (hand Each) (map "StartTrack" {(pair P1 0) (pair P2 12)})}) (rules (start {(place Stack "Disc1" (sites {0 1 2}) count:2) (place Stack "Disc1" (sites {3 4 5}) count:3) (place Stack "Disc2" (sites {12 13 14}) count:2) (place Stack "Disc2" (sites {15 16 17}) count:3)}) phases:{(phase "UnStacking" (play (do (if (not (is Prev Mover)) (roll)) next:(if (or (< 0 (var "Double")) (all DiceEqual)) (do (if (>= 0 (var "Double")) (set Var "Double" (count Pips))) next:(forEach Site (sites Occupied by:Mover) (if (= (state at:(site)) 0) (move Select (from (site)) (then (if (= 3 (size Stack at:(last To))) (forEach Level (last To) (set State at:(last To) level:(level) 1)) (forEach Level (last To) (set State at:(last To) level:(level) 2))))) (if (= (state at:(site)) 1) (move Select (from (site)) (then (forEach Level (last To) (set State at:(last To) level:(level) 2)))))) (then (and (if (< 1 (var "Double")) (moveAgain)) (set Var "Double" (- (var "Double") 1)))))) (forEach Die if:(!= (pips) 0) (or (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 0) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (if (= 3 (size Stack at:(last To))) (forEach Level (last To) (set State at:(last To) level:(level) 1)) (forEach Level (last To) (set State at:(last To) level:(level) 2))) (if (not (all DiceUsed)) (moveAgain)))))) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 1) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 2)) (if (not (all DiceUsed)) (moveAgain))))))))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (or (= (state at:(site)) 0) (= (state at:(site)) 1)))) "BearingOff")) (phase "BearingOff" (play (do (if (not (is Prev Mover)) (roll)) next:(if (or (< 0 (var "Double")) (all DiceEqual)) (do (if (>= 0 (var "Double")) (set Var "Double" (count Pips))) next:(forEach Site (sites Occupied by:Mover) (move (from (site)) (to (handSite Mover))) (then (and (if (< 1 (var "Double")) (moveAgain)) (set Var "Double" (- (var "Double") 1)))))) (forEach Piece top:True)) (then (if (not (all DiceUsed)) (moveAgain))))) (nextPhase Mover (no Pieces Mover in:(sites Board)) "Placing")) (phase "Placing" (play (do (if (not (is Prev Mover)) (roll)) next:(if (is Occupied (handSite Mover)) (forEach Die if:(!= (pips) 0) (if (if (< (pips) 4) (< (size Stack at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 2) (< (size Stack at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 3)) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))))) (then (and (if (not (all DiceUsed)) (moveAgain)) (if (!= 0 (state at:(last To))) (set State at:(last To) 0)))))))) (end (if (is Empty (handSite Mover)) (result Mover Win))))}))
Portes, Plakoto, and Fevga are played in succession. One point is awarded to the winner of each game, two points if the opponent hasn't moved pieces out of their starting quadrant. It is typically played to five or seven points.
(match "Tavli" (players 2) (games {(subgame "Portes" next:1 result:(score Mover)) (subgame "Plakoto" next:2 result:(score Mover)) (subgame "Fevga" next:0 result:(score Mover))}) (end {(if (>= (matchScore P1) 5) (result P1 Win)) (if (>= (matchScore P2) 5) (result P2 Win))}))
###Description Portes, Plakoto, and Fevga are played in succession. One point is awarded to the winner of each game, two points if the opponent hasn't moved pieces out of their starting quadrant. It is typically played to five or seven points. ###Ludii (match "Tavli" (players 2) (games {(subgame "Portes" next:1 result:(score Mover)) (subgame "Plakoto" next:2 result:(score Mover)) (subgame "Fevga" next:0 result:(score Mover))}) (end {(if (>= (matchScore P1) 5) (result P1 Win)) (if (>= (matchScore P2) 5) (result P2 Win))}))
The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; both players progress in an anti-clockwise direction. Fifteen pieces per player, two six-sided dice. Each player begins with two pieces on the rightmost point on the opposite side of the board. Players move according to the number on each die by moving one piece the number on one die and other the number on the other die, or by moving one piece the total number of both die. Further pieces are entered based on the roll of the dice, the point after the one with the two pieces on it at the beginning being counted as the first point. When entering captured pieces, however, the point where the two pieces start is counted as the first point. The two pieces which start on the board cannot be moved until all of the remaining pieces have been entered on the board. No more than one piece may rest on a point on the first half of the board, except for the two which start and also on the leftmost point on the opposite side of the board from where the player sits. When a piece lands on a point occupied by an opponent's piece, the opponent's piece is removed from the board and must be entered again. Players must enter captured pieces before continuing to move the other pieces on the board. When a piece is captured in the opponent's starting quadrant, a point must be left open or with only one piece, thus allowing the opponent to enter their piece. The player to move all of their pieces off the board wins.
(game "Tawula" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P1 directed:True) (track "Track2" {19 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (if (or (!= (from) (mapEntry "StartTrack" Mover)) (and (= (from) (mapEntry "StartTrack" Mover)) (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (move (from) (to (trackSite Move steps:(pips)) if:(or (or (and (is Empty (to)) (is In (to) (sites Mover "OnePieceMax"))) (and (not (is In (to) (sites Mover "OnePieceMax"))) (or (is Friend (who at:(to))) (is Empty (to))))) (and (= 1 (size Stack at:(to))) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (move (from (to)) (to (mapEntry "Bar" Next))))))))))) (hand Each) (map "Bar" {(pair P1 6) (pair P2 19)}) (map "StartTrack" {(pair P1 25) (pair P2 0)}) (regions "OnePieceMax" P1 (sites {14 15 16 17 18 20 21 22 23 24})) (regions "OnePieceMax" P2 (sites {1 2 3 4 5 7 8 9 10 11}))}) (rules (start {(place Stack "Disc1" 25 count:2) (place Stack "Disc2" 0 count:2) (place Stack "Disc1" (handSite P1) count:13) (place Stack "Disc2" (handSite P2) count:13)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (if (is Empty (mapEntry "Bar" Mover)) (forEach Piece top:True) (forEach Die if:(!= (pips) 0) (move (from (mapEntry "Bar" Mover)) (to (trackSite Move from:(mapEntry "Bar" Mover) steps:(pips)) if:(or (or (and (is Empty (to)) (is In (to) (sites Mover "OnePieceMax"))) (and (not (is In (to) (sites Mover "OnePieceMax"))) (or (is Friend (who at:(to))) (is Empty (to))))) (and (= 1 (size Stack at:(to))) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (move (from (to)) (to (mapEntry "Bar" Next))))))))) (if (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (forEach Die if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "StartTrack" Mover) steps:(pips)) if:(or (is Empty (to)) (and (= 1 (size Stack at:(to))) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (move (from (to)) (to (mapEntry "Bar" Next))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description The game is played on a board with twelve points on either side. The points form a continuous track in a horseshoe shape; both players progress in an anti-clockwise direction. Fifteen pieces per player, two six-sided dice. Each player begins with two pieces on the rightmost point on the opposite side of the board. Players move according to the number on each die by moving one piece the number on one die and other the number on the other die, or by moving one piece the total number of both die. Further pieces are entered based on the roll of the dice, the point after the one with the two pieces on it at the beginning being counted as the first point. When entering captured pieces, however, the point where the two pieces start is counted as the first point. The two pieces which start on the board cannot be moved until all of the remaining pieces have been entered on the board. No more than one piece may rest on a point on the first half of the board, except for the two which start and also on the leftmost point on the opposite side of the board from where the player sits. When a piece lands on a point occupied by an opponent's piece, the opponent's piece is removed from the board and must be entered again. Players must enter captured pieces before continuing to move the other pieces on the board. When a piece is captured in the opponent's starting quadrant, a point must be left open or with only one piece, thus allowing the opponent to enter their piece. The player to move all of their pieces off the board wins. ###Ludii (game "Tawula" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P1 directed:True) (track "Track2" {19 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (if (or (!= (from) (mapEntry "StartTrack" Mover)) (and (= (from) (mapEntry "StartTrack" Mover)) (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))))) (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (move (from) (to (trackSite Move steps:(pips)) if:(or (or (and (is Empty (to)) (is In (to) (sites Mover "OnePieceMax"))) (and (not (is In (to) (sites Mover "OnePieceMax"))) (or (is Friend (who at:(to))) (is Empty (to))))) (and (= 1 (size Stack at:(to))) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (move (from (to)) (to (mapEntry "Bar" Next))))))))))) (hand Each) (map "Bar" {(pair P1 6) (pair P2 19)}) (map "StartTrack" {(pair P1 25) (pair P2 0)}) (regions "OnePieceMax" P1 (sites {14 15 16 17 18 20 21 22 23 24})) (regions "OnePieceMax" P2 (sites {1 2 3 4 5 7 8 9 10 11}))}) (rules (start {(place Stack "Disc1" 25 count:2) (place Stack "Disc2" 0 count:2) (place Stack "Disc1" (handSite P1) count:13) (place Stack "Disc2" (handSite P2) count:13)}) (play (do (if (not (is Prev Mover)) (roll)) next:(or (if (is Empty (mapEntry "Bar" Mover)) (forEach Piece top:True) (forEach Die if:(!= (pips) 0) (move (from (mapEntry "Bar" Mover)) (to (trackSite Move from:(mapEntry "Bar" Mover) steps:(pips)) if:(or (or (and (is Empty (to)) (is In (to) (sites Mover "OnePieceMax"))) (and (not (is In (to) (sites Mover "OnePieceMax"))) (or (is Friend (who at:(to))) (is Empty (to))))) (and (= 1 (size Stack at:(to))) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (move (from (to)) (to (mapEntry "Bar" Next))))))))) (if (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (forEach Die if:(!= (pips) 0) (move (from (handSite Mover)) (to (trackSite Move from:(mapEntry "StartTrack" Mover) steps:(pips)) if:(or (is Empty (to)) (and (= 1 (size Stack at:(to))) (is Enemy (who at:(to))))) (apply (if (is Enemy (who at:(to))) (move (from (to)) (to (mapEntry "Bar" Next))))))))) (then (if (not (all DiceUsed)) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
Four 3x8 rectangles, arranged in a cross shape around large central square. Four players. Four pieces per player. Two rectangular four-sided die, each marked as follows: 0, 1, 2, 4. When the throw is 0 and 1, the throw is called Tayam, when it is 0 and 4 it is called Sonal. Pieces enter the board from the central square onto the central row of their arm of the board, proceed down the central row, and then in an anti-clockwise direction around the circumference of the board, and back up the central row of their arm of the board, having to enter the central square with an exact throw. The first counter of each player must be entered with a throw of Tayam. After this, pieces may be entered with a throw of 1, 5, or Sonal, each of which enter the piece on the first square of the central row of their arm. These three throws also grant the player another throw. The throws made after entering a piece are made at once, and then the pieces moved afterward, the undivided value of each throw being used to move a piece. When a piece lands on a space occupied by an opponent's piece, the opponent's piece is sent back to start. If the opponent has two pieces on such a space, they both are sent back to start, but both may reenter the board with a single throw of 1, 5, or Sonal. The first player to place all of their pieces in the central square wins.
(game "Tayam Sonalu" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "96,9,S,E,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,E1,N7,End" P1 directed:True) (track "Track2" "96,26,W,S,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,S1,E7,End" P2 directed:True) (track "Track3" "96,52,N,W,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,W1,S7,End" P3 directed:True) (track "Track4" "96,27,E,N,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,N1,W7,End" P4 directed:True)}) (hand Each) (dice d:4 faces:{0 1 2 4} num:2) (piece "Pawn" Each (if (= (trackSite Move from:(from) steps:(count Pips)) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(count Pips)) if:True (apply (if (is Enemy (who at:(to))) (if (= 1 (size Stack at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (centrePoint)))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level))))))))))))) (map "Start" {(pair P1 9) (pair P2 26) (pair P3 52) (pair P4 27)})}) (rules (start {(place Stack "Pawn1" (handSite P1) count:4) (place Stack "Pawn2" (handSite P2) count:4) (place Stack "Pawn3" (handSite P3) count:4) (place Stack "Pawn4" (handSite P4) count:4)}) (play (do (roll) next:(if (!= 0 (count Pips)) (or (if (and (is Occupied (handSite Mover)) (or (and (= -1 (value Player Mover)) (or (and (= 0 (face 101)) (= 1 (face 102))) (and (= 1 (face 101)) (= 0 (face 102))))) (and (= 1 (value Player Mover)) (or (is In (count Pips) (sites {1 5})) (or (and (= 0 (face 101)) (= 4 (face 102))) (and (= 4 (face 101)) (= 0 (face 102)))))))) (move (from (handSite Mover)) (to (mapEntry "Start" Mover)) (then (if (= -1 (value Player Mover)) (set Value Mover 1))))) (forEach Piece))) (then (if (and (not (no Pieces Mover)) (or (is In (count Pips) (sites {1 5})) (or (and (= 0 (face 101)) (= 4 (face 102))) (and (= 4 (face 101)) (= 0 (face 102)))))) (moveAgain))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description Four 3x8 rectangles, arranged in a cross shape around large central square. Four players. Four pieces per player. Two rectangular four-sided die, each marked as follows: 0, 1, 2, 4. When the throw is 0 and 1, the throw is called Tayam, when it is 0 and 4 it is called Sonal. Pieces enter the board from the central square onto the central row of their arm of the board, proceed down the central row, and then in an anti-clockwise direction around the circumference of the board, and back up the central row of their arm of the board, having to enter the central square with an exact throw. The first counter of each player must be entered with a throw of Tayam. After this, pieces may be entered with a throw of 1, 5, or Sonal, each of which enter the piece on the first square of the central row of their arm. These three throws also grant the player another throw. The throws made after entering a piece are made at once, and then the pieces moved afterward, the undivided value of each throw being used to move a piece. When a piece lands on a space occupied by an opponent's piece, the opponent's piece is sent back to start. If the opponent has two pieces on such a space, they both are sent back to start, but both may reenter the board with a single throw of 1, 5, or Sonal. The first player to place all of their pieces in the central square wins. ###Ludii (game "Tayam Sonalu" (players 4) (equipment {(board (add (hole (merge (shift 0 (/ (- 19 3) 2) (rectangle 3 19)) (shift (/ (- 19 3) 2) 0 (rectangle 19 3))) (poly {{8 8} {8 11} {11 11} {11 8}})) cells:{{8 28 48 68 69 70 71 51 31 11 10 9}}) {(track "Track1" "96,9,S,E,N,11,E,N,W,53,N,W,S,42,W,S,E,8,S,E1,N7,End" P1 directed:True) (track "Track2" "96,26,W,S,E,8,S,E,N,11,E,N,W,53,N,W,S,42,W,S1,E7,End" P2 directed:True) (track "Track3" "96,52,N,W,S,42,W,S,E,8,S,E,N,11,E,N,W,53,N,W1,S7,End" P3 directed:True) (track "Track4" "96,27,E,N,W,53,N,W,S,42,W,S,E,8,S,E,N,11,E,N1,W7,End" P4 directed:True)}) (hand Each) (dice d:4 faces:{0 1 2 4} num:2) (piece "Pawn" Each (if (= (trackSite Move from:(from) steps:(count Pips)) -2) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (trackSite Move from:(from) steps:(count Pips)) if:True (apply (if (is Enemy (who at:(to))) (if (= 1 (size Stack at:(to))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (centrePoint)))) (forEach Level (to) FromTop (fromTo (from (to) level:(level)) (to (handSite (who at:(to) level:(level))))))))))))) (map "Start" {(pair P1 9) (pair P2 26) (pair P3 52) (pair P4 27)})}) (rules (start {(place Stack "Pawn1" (handSite P1) count:4) (place Stack "Pawn2" (handSite P2) count:4) (place Stack "Pawn3" (handSite P3) count:4) (place Stack "Pawn4" (handSite P4) count:4)}) (play (do (roll) next:(if (!= 0 (count Pips)) (or (if (and (is Occupied (handSite Mover)) (or (and (= -1 (value Player Mover)) (or (and (= 0 (face 101)) (= 1 (face 102))) (and (= 1 (face 101)) (= 0 (face 102))))) (and (= 1 (value Player Mover)) (or (is In (count Pips) (sites {1 5})) (or (and (= 0 (face 101)) (= 4 (face 102))) (and (= 4 (face 101)) (= 0 (face 102)))))))) (move (from (handSite Mover)) (to (mapEntry "Start" Mover)) (then (if (= -1 (value Player Mover)) (set Value Mover 1))))) (forEach Piece))) (then (if (and (not (no Pieces Mover)) (or (is In (count Pips) (sites {1 5})) (or (and (= 0 (face 101)) (= 4 (face 102))) (and (= 4 (face 101)) (= 0 (face 102)))))) (moveAgain))))) (end (if (no Pieces Mover) (result Mover Win)))))
5x5 board, marked with an X in the central square and the midpoints of the outer circuit of spaces. Four players. Four pieces per player. Four seeds, with one white side and one dark side, used as dice. The values of the throws are equal to the number of white sides up, except when no white sides are up the throw equals 8. Throws of 1, 4, and 8 grant the player another throw. Players make all of the throws in their turn first, and then move the values of the throws individually. A player cannot subdivide the value of a single throw between pieces, but may move more than one piece in a turn if they have multiple throws, moving a piece the value of an entire throw. Pieces may only enter the board with a throw of 1. When a player has no pieces on the board, throws made before a throw of 1 do not count and cannot be played. Pieces enter on the marked square on the outer track of the square in front of the player. Pieces move anticlockwise around the outer squares of the board until they reach the square just before the square from which they started, then moving to the inner track and moving clockwise, and then onto the central square. Multiple pieces may occupy the same square. If a player's piece lands on a spot occupied by an opponent's piece, the opponent's piece is removed from the board and must be entered again. If the opponent has multiple pieces on this spot, they all are sent to the beginning. Sending an opponent's piece off the board grants the player another throw. Pieces on marked squares cannot be sent off the board. If a player has two pieces on the marked square on the opposite side of the board from the one in which they begin, the player may declare these as a twin which then play as one piece. Twins move half the value of a throw, rounding down. Twins may only be sent off the board by another twin. Twins may not send back to start a single piece belonging to an opponent. When sent off the board, the twins enter the board again as single pieces. When the twin reaches the central space, it becomes two single pieces again. When all of a player's pieces are in the central square, they may begin bearing them off. A throw of 1 is required to bear a piece off. The player who bears off all their pieces first wins.
(game "Thaayam" (players 4) (equipment {(board (square 5) {(track "Track1" "2,E,N,W,S,E1,N3,E2,S2,W1,N1" P1 directed:True) (track "Track2" "14,N,W,S,E,N1,W3,N2,E2,S1,W1" P2 directed:True) (track "Track3" "22,W,S,E,N,W1,S3,W2,N2,E1,S1" P3 directed:True) (track "Track4" "10,S,E,N,W,S1,E3,S2,W2,N1,E1" P4 directed:True)}) (hand Each) (regions "MarkedCells" (union {(sites Centre) (intersection (sites Outer) (sites Row (row of:(centrePoint)))) (intersection (sites Outer) (sites Column (column of:(centrePoint))))})) (piece "Counter" Each (or (if (!= (trackSite Move steps:(value)) -1) (move (from (from) level:(level)) (to (trackSite Move steps:(value)) (apply if:True (and (if (and {(is Enemy (who at:(to))) (= (value Piece at:(to)) 1) (not (is In (to) (sites "MarkedCells")))}) (fromTo (from (to)) (to (handSite (who at:(to))) (apply if:True (and (set Pending) (moveAgain)))) count:(size Stack at:(to)) stack:True)) (forget Value (value))))))) (if (and (= 1 (value)) (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Centre)))) (move (from (from) level:(level)) (to (handSite Mover) (apply if:True (forget Value (value)))) (then (remove (last To))))))) (piece "DoubleCounter" Each (if (and (> (/ (value) 2) 0) (!= (trackSite Move steps:(/ (value) 2)) -1)) (move (from (from) level:(level)) (to (trackSite Move steps:(/ (value) 2)) (apply if:True (and (if (and {(is Enemy (who at:(to))) (= (value Piece at:(to)) 2) (not (is In (to) (sites "MarkedCells")))}) (and {(remove (to)) (add (piece (if (= (who at:(to)) P1) (id "Counter" P1) (if (= (who at:(to)) P2) (id "Counter" P2) (if (= (who at:(to)) P3) (id "Counter" P3) (id "Counter" P4))))) (to (handSite (who at:(to)))) count:2 stack:True) (set Pending) (moveAgain)})) (forget Value (value))))) (then (if (= (centrePoint) (last To)) (and (remove (last To)) (add (piece (if (= (who at:(last To)) P1) (id "Counter" P1) (if (= (who at:(last To)) P2) (id "Counter" P2) (if (= (who at:(last To)) P3) (id "Counter" P3) (id "Counter" P4))))) (to (last To)) count:2 stack:True))))))) (dice d:2 from:0 num:4) (map "Start" {(pair P1 2) (pair P2 14) (pair P3 22) (pair P4 10)}) (map "OppositeStart" {(pair P1 22) (pair P2 10) (pair P3 2) (pair P4 14)})}) (rules (start {(place Stack "Counter1" (handSite P1) count:4 value:1) (place Stack "Counter2" (handSite P2) count:4 value:1) (place Stack "Counter3" (handSite P3) count:4 value:1) (place Stack "Counter4" (handSite P4) count:4 value:1)}) (play (if (can Move (if (or (not (is Prev Mover)) (is Pending)) (do (roll) next:(move Pass (then (and {(if (or {(= (if (= 0 (count Pips)) 8 (count Pips)) 1) (= (if (= 0 (count Pips)) 8 (count Pips)) 4) (= (if (= 0 (count Pips)) 8 (count Pips)) 8)}) (set Pending)) (if (not (all Sites (sites Occupied by:Mover) if:(not (is In (site) (sites Board))))) (remember Value (if (= 0 (count Pips)) 8 (count Pips))) (if (or (= (if (= 0 (count Pips)) 8 (count Pips)) 1) (is In 1 (values Remembered))) (remember Value (if (= 0 (count Pips)) 8 (count Pips))))) (moveAgain)})))) (or (forEach Value (values Remembered) (or (if (and (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (= 1 (value))) (move (from (handSite Mover)) (to (mapEntry "Start" (mover)) (apply if:True (forget Value (value)))))) (forEach Piece) (then (if (!= 0 (size Array (values Remembered))) (moveAgain))))) (if (and {(= (size Stack at:(mapEntry "OppositeStart" (mover))) 2) (= (who at:(mapEntry "OppositeStart" (mover)) level:0) Mover) (= (who at:(mapEntry "OppositeStart" (mover)) level:1) Mover)}) (move Select (from (mapEntry "OppositeStart" (mover))) (then (and {(remove (mapEntry "OppositeStart" (mover)) count:2) (add (piece (id "DoubleCounter" Mover)) (to (mapEntry "OppositeStart" (mover))) (then (set Value at:(mapEntry "OppositeStart" (mover)) 2))) (moveAgain)}))))))) (if (or (not (is Prev Mover)) (is Pending)) (do (roll) next:(move Pass (then (and {(if (or {(= (if (= 0 (count Pips)) 8 (count Pips)) 1) (= (if (= 0 (count Pips)) 8 (count Pips)) 4) (= (if (= 0 (count Pips)) 8 (count Pips)) 8)}) (set Pending)) (if (not (all Sites (sites Occupied by:Mover) if:(not (is In (site) (sites Board))))) (remember Value (if (= 0 (count Pips)) 8 (count Pips))) (if (or (= (if (= 0 (count Pips)) 8 (count Pips)) 1) (is In 1 (values Remembered))) (remember Value (if (= 0 (count Pips)) 8 (count Pips))))) (moveAgain)})))) (or (forEach Value (values Remembered) (or (if (and (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (= 1 (value))) (move (from (handSite Mover)) (to (mapEntry "Start" (mover)) (apply if:True (forget Value (value)))))) (forEach Piece) (then (if (!= 0 (size Array (values Remembered))) (moveAgain))))) (if (and {(= (size Stack at:(mapEntry "OppositeStart" (mover))) 2) (= (who at:(mapEntry "OppositeStart" (mover)) level:0) Mover) (= (who at:(mapEntry "OppositeStart" (mover)) level:1) Mover)}) (move Select (from (mapEntry "OppositeStart" (mover))) (then (and {(remove (mapEntry "OppositeStart" (mover)) count:2) (add (piece (id "DoubleCounter" Mover)) (to (mapEntry "OppositeStart" (mover))) (then (set Value at:(mapEntry "OppositeStart" (mover)) 2))) (moveAgain)})))))) (move Pass (then (forEach Value (values Remembered) (forget Value (value))))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 5x5 board, marked with an X in the central square and the midpoints of the outer circuit of spaces. Four players. Four pieces per player. Four seeds, with one white side and one dark side, used as dice. The values of the throws are equal to the number of white sides up, except when no white sides are up the throw equals 8. Throws of 1, 4, and 8 grant the player another throw. Players make all of the throws in their turn first, and then move the values of the throws individually. A player cannot subdivide the value of a single throw between pieces, but may move more than one piece in a turn if they have multiple throws, moving a piece the value of an entire throw. Pieces may only enter the board with a throw of 1. When a player has no pieces on the board, throws made before a throw of 1 do not count and cannot be played. Pieces enter on the marked square on the outer track of the square in front of the player. Pieces move anticlockwise around the outer squares of the board until they reach the square just before the square from which they started, then moving to the inner track and moving clockwise, and then onto the central square. Multiple pieces may occupy the same square. If a player's piece lands on a spot occupied by an opponent's piece, the opponent's piece is removed from the board and must be entered again. If the opponent has multiple pieces on this spot, they all are sent to the beginning. Sending an opponent's piece off the board grants the player another throw. Pieces on marked squares cannot be sent off the board. If a player has two pieces on the marked square on the opposite side of the board from the one in which they begin, the player may declare these as a twin which then play as one piece. Twins move half the value of a throw, rounding down. Twins may only be sent off the board by another twin. Twins may not send back to start a single piece belonging to an opponent. When sent off the board, the twins enter the board again as single pieces. When the twin reaches the central space, it becomes two single pieces again. When all of a player's pieces are in the central square, they may begin bearing them off. A throw of 1 is required to bear a piece off. The player who bears off all their pieces first wins. ###Ludii (game "Thaayam" (players 4) (equipment {(board (square 5) {(track "Track1" "2,E,N,W,S,E1,N3,E2,S2,W1,N1" P1 directed:True) (track "Track2" "14,N,W,S,E,N1,W3,N2,E2,S1,W1" P2 directed:True) (track "Track3" "22,W,S,E,N,W1,S3,W2,N2,E1,S1" P3 directed:True) (track "Track4" "10,S,E,N,W,S1,E3,S2,W2,N1,E1" P4 directed:True)}) (hand Each) (regions "MarkedCells" (union {(sites Centre) (intersection (sites Outer) (sites Row (row of:(centrePoint)))) (intersection (sites Outer) (sites Column (column of:(centrePoint))))})) (piece "Counter" Each (or (if (!= (trackSite Move steps:(value)) -1) (move (from (from) level:(level)) (to (trackSite Move steps:(value)) (apply if:True (and (if (and {(is Enemy (who at:(to))) (= (value Piece at:(to)) 1) (not (is In (to) (sites "MarkedCells")))}) (fromTo (from (to)) (to (handSite (who at:(to))) (apply if:True (and (set Pending) (moveAgain)))) count:(size Stack at:(to)) stack:True)) (forget Value (value))))))) (if (and (= 1 (value)) (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Centre)))) (move (from (from) level:(level)) (to (handSite Mover) (apply if:True (forget Value (value)))) (then (remove (last To))))))) (piece "DoubleCounter" Each (if (and (> (/ (value) 2) 0) (!= (trackSite Move steps:(/ (value) 2)) -1)) (move (from (from) level:(level)) (to (trackSite Move steps:(/ (value) 2)) (apply if:True (and (if (and {(is Enemy (who at:(to))) (= (value Piece at:(to)) 2) (not (is In (to) (sites "MarkedCells")))}) (and {(remove (to)) (add (piece (if (= (who at:(to)) P1) (id "Counter" P1) (if (= (who at:(to)) P2) (id "Counter" P2) (if (= (who at:(to)) P3) (id "Counter" P3) (id "Counter" P4))))) (to (handSite (who at:(to)))) count:2 stack:True) (set Pending) (moveAgain)})) (forget Value (value))))) (then (if (= (centrePoint) (last To)) (and (remove (last To)) (add (piece (if (= (who at:(last To)) P1) (id "Counter" P1) (if (= (who at:(last To)) P2) (id "Counter" P2) (if (= (who at:(last To)) P3) (id "Counter" P3) (id "Counter" P4))))) (to (last To)) count:2 stack:True))))))) (dice d:2 from:0 num:4) (map "Start" {(pair P1 2) (pair P2 14) (pair P3 22) (pair P4 10)}) (map "OppositeStart" {(pair P1 22) (pair P2 10) (pair P3 2) (pair P4 14)})}) (rules (start {(place Stack "Counter1" (handSite P1) count:4 value:1) (place Stack "Counter2" (handSite P2) count:4 value:1) (place Stack "Counter3" (handSite P3) count:4 value:1) (place Stack "Counter4" (handSite P4) count:4 value:1)}) (play (if (can Move (if (or (not (is Prev Mover)) (is Pending)) (do (roll) next:(move Pass (then (and {(if (or {(= (if (= 0 (count Pips)) 8 (count Pips)) 1) (= (if (= 0 (count Pips)) 8 (count Pips)) 4) (= (if (= 0 (count Pips)) 8 (count Pips)) 8)}) (set Pending)) (if (not (all Sites (sites Occupied by:Mover) if:(not (is In (site) (sites Board))))) (remember Value (if (= 0 (count Pips)) 8 (count Pips))) (if (or (= (if (= 0 (count Pips)) 8 (count Pips)) 1) (is In 1 (values Remembered))) (remember Value (if (= 0 (count Pips)) 8 (count Pips))))) (moveAgain)})))) (or (forEach Value (values Remembered) (or (if (and (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (= 1 (value))) (move (from (handSite Mover)) (to (mapEntry "Start" (mover)) (apply if:True (forget Value (value)))))) (forEach Piece) (then (if (!= 0 (size Array (values Remembered))) (moveAgain))))) (if (and {(= (size Stack at:(mapEntry "OppositeStart" (mover))) 2) (= (who at:(mapEntry "OppositeStart" (mover)) level:0) Mover) (= (who at:(mapEntry "OppositeStart" (mover)) level:1) Mover)}) (move Select (from (mapEntry "OppositeStart" (mover))) (then (and {(remove (mapEntry "OppositeStart" (mover)) count:2) (add (piece (id "DoubleCounter" Mover)) (to (mapEntry "OppositeStart" (mover))) (then (set Value at:(mapEntry "OppositeStart" (mover)) 2))) (moveAgain)}))))))) (if (or (not (is Prev Mover)) (is Pending)) (do (roll) next:(move Pass (then (and {(if (or {(= (if (= 0 (count Pips)) 8 (count Pips)) 1) (= (if (= 0 (count Pips)) 8 (count Pips)) 4) (= (if (= 0 (count Pips)) 8 (count Pips)) 8)}) (set Pending)) (if (not (all Sites (sites Occupied by:Mover) if:(not (is In (site) (sites Board))))) (remember Value (if (= 0 (count Pips)) 8 (count Pips))) (if (or (= (if (= 0 (count Pips)) 8 (count Pips)) 1) (is In 1 (values Remembered))) (remember Value (if (= 0 (count Pips)) 8 (count Pips))))) (moveAgain)})))) (or (forEach Value (values Remembered) (or (if (and (not (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site))))) (= 1 (value))) (move (from (handSite Mover)) (to (mapEntry "Start" (mover)) (apply if:True (forget Value (value)))))) (forEach Piece) (then (if (!= 0 (size Array (values Remembered))) (moveAgain))))) (if (and {(= (size Stack at:(mapEntry "OppositeStart" (mover))) 2) (= (who at:(mapEntry "OppositeStart" (mover)) level:0) Mover) (= (who at:(mapEntry "OppositeStart" (mover)) level:1) Mover)}) (move Select (from (mapEntry "OppositeStart" (mover))) (then (and {(remove (mapEntry "OppositeStart" (mover)) count:2) (add (piece (id "DoubleCounter" Mover)) (to (mapEntry "OppositeStart" (mover))) (then (set Value at:(mapEntry "OppositeStart" (mover)) 2))) (moveAgain)})))))) (move Pass (then (forEach Value (values Remembered) (forget Value (value))))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left). Fifteen pieces per player. The starting position is as such, number the points from the origin of each player's track: point six: five pieces; point 8: three pieces; point 13: five pieces; point 24: two pieces. Two dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. When a player's piece lands on a spot occupied by a single piece belonging to the opponent, the opponent's piece is sent back to the quadrant in which that player started with two pieces. Players bear off their pieces at the end of their track. The first player to bear off all their pieces wins.
(game "Todas Tablas" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17 18 19 20 21 22 23} P1 directed:True) (track "Track2" {23 22 21 20 19 18 17 16 15 14 13 12 0 1 2 3 4 5 6 7 8 9 10 11} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:0)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:0))))) (regionSite (sites Next "StartQuadrant") index:0) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:1)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:1))))) (regionSite (sites Next "StartQuadrant") index:1) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:2)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:2))))) (regionSite (sites Next "StartQuadrant") index:2) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:3)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:3))))) (regionSite (sites Next "StartQuadrant") index:3) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:4)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:4))))) (regionSite (sites Next "StartQuadrant") index:4) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:5)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:5))))) (regionSite (sites Next "StartQuadrant") index:5) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:6)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:6))))) (regionSite (sites Next "StartQuadrant") index:6) -1))))))))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (regions "StartQuadrant" P1 (sites {6 7 8 9 10 11})) (regions "StartQuadrant" P2 (sites {18 19 20 21 22 23}))}) (rules (start {(place Stack "Disc1" 6 count:5) (place Stack "Disc1" 4 count:3) (place Stack "Disc1" 12 count:5) (place Stack "Disc1" 23 count:2) (place Stack "Disc2" 18 count:5) (place Stack "Disc2" 16 count:3) (place Stack "Disc2" 0 count:5) (place Stack "Disc2" 11 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Piece))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, divided in half. Spaces on each side take the form of semi-circular sockets, into which the pieces fit. The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left). Fifteen pieces per player. The starting position is as such, number the points from the origin of each player's track: point six: five pieces; point 8: three pieces; point 13: five pieces; point 24: two pieces. Two dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. When a player's piece lands on a spot occupied by a single piece belonging to the opponent, the opponent's piece is sent back to the quadrant in which that player started with two pieces. Players bear off their pieces at the end of their track. The first player to bear off all their pieces wins. ###Ludii (game "Todas Tablas" (players 2) (equipment {(board (merge {(rectangle 1 6) (shift 7 0 (rectangle 1 6)) (shift 0 6 (rectangle 1 6)) (shift 7 6 (rectangle 1 6))}) {(track "Track1" {11 10 9 8 7 6 5 4 3 2 1 0 12 13 14 15 16 17 18 19 20 21 22 23} P1 directed:True) (track "Track2" {23 22 21 20 19 18 17 16 15 14 13 12 0 1 2 3 4 5 6 7 8 9 10 11} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:0)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:0))))) (regionSite (sites Next "StartQuadrant") index:0) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:1)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:1))))) (regionSite (sites Next "StartQuadrant") index:1) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:2)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:2))))) (regionSite (sites Next "StartQuadrant") index:2) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:3)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:3))))) (regionSite (sites Next "StartQuadrant") index:3) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:4)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:4))))) (regionSite (sites Next "StartQuadrant") index:4) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:5)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:5))))) (regionSite (sites Next "StartQuadrant") index:5) (if (and (!= (to) (regionSite (sites Next "StartQuadrant") index:6)) (not (is Friend (who at:(regionSite (sites Next "StartQuadrant") index:6))))) (regionSite (sites Next "StartQuadrant") index:6) -1))))))))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (regions "StartQuadrant" P1 (sites {6 7 8 9 10 11})) (regions "StartQuadrant" P2 (sites {18 19 20 21 22 23}))}) (rules (start {(place Stack "Disc1" 6 count:5) (place Stack "Disc1" 4 count:3) (place Stack "Disc1" 12 count:5) (place Stack "Disc1" 23 count:2) (place Stack "Disc2" 18 count:5) (place Stack "Disc2" 16 count:3) (place Stack "Disc2" 0 count:5) (place Stack "Disc2" 11 count:2)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Piece))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, with spaces as points, divided in two. Fifteen or sixteen pieces per player, which begin on one of the points, the furthest to the right of one player and the furthest to the left of the other (they will be opposite each other). The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left). Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Doubles are only played once. Pieces may not land on a space occupied by an opponent's piece. Pieces may only move into the twelfth point on their side of the board (Hucke) with a throw that allows two pieces to move there at once. A player cannot move into or hit pieces in the opponent's Hucke. Players may move beyond their Hucke only on a throw that allows them, to move two pieces from the Hucke onto the opposite side of the board. Each player has another piece, placed at the tip of their point. The player moves this piece to mark the score they earn. Points are awarded as follows: When it is possible for a player to land on a space occupied by a single piece belonging to the opponent (a hit), a player gains one point. Hitting the opponent's Hucke is only possible by throwing two 1s with at least four pieces on the player's own Hucke. For a given throw, all possible hits made by any legal move are counted. Players move their pieces after the possible hits are calculated. A player gains two points by bringing all of their pieces into the final section of the board and bearing all of their pieces off by throwing more than the number of remaining spaces. The player who obtains twelve points wins. Each player has 15 pieces.
(game "Tokkadille" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P1 directed:True) (track "Track2" {25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P2 directed:True) (track "ReverseHuckeTrack1" {0 1 2 3 4 5 7} P1 directed:True) (track "ReverseHuckeTrack2" {13 14 15 16 17 18 20} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (if (is In (from) (sites Mover "BeforeHucke")) (forEach Die if:(!= (pips) 0) (move (from (from)) (to (trackSite Move from:(from) "Track" steps:(pips)) if:(and (is In (to) (sites Mover "BeforeHucke")) (not (is Enemy (who at:(to))))))) (then (if (not (all DiceUsed)) (moveAgain)))) (if (!= (from) (mapEntry "Hucke" (mover))) (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) "Track" steps:(pips)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) "Track" steps:(pips)) if:(not (is Enemy (who at:(to))))))) (then (if (not (all DiceUsed)) (moveAgain))))))) (regions "BeforeHucke" P1 (sites {12 11 10 9 8 7 5 4 3 2 1})) (regions "BeforeHucke" P2 (sites {25 24 23 22 21 20 18 17 16 15 14})) (map "Hucke" {(pair P1 0) (pair P2 13)})}) (rules (start {(place Stack "Disc1" 12 count:15) (place Stack "Disc2" 25 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(do (if (not (is Prev Mover)) (forEach Site (sites Occupied by:Mover) (if (is In (site) (sites Mover "BeforeHucke")) (and (if (and {(is In (trackSite Move from:(site) "Track" steps:(face 26)) (sites Mover "BeforeHucke")) (is Enemy (who at:(trackSite Move from:(site) "Track" steps:(face 26)))) (= 1 (size Stack at:(trackSite Move from:(site) "Track" steps:(face 26))))}) (addScore Mover 1)) (if (and {(is In (trackSite Move from:(site) "Track" steps:(face 27)) (sites Mover "BeforeHucke")) (is Enemy (who at:(trackSite Move from:(site) "Track" steps:(face 27)))) (= 1 (size Stack at:(trackSite Move from:(site) "Track" steps:(face 27))))}) (addScore Mover 1))) (if (!= (site) (mapEntry "Hucke" (mover))) (and (if (and (is Enemy (who at:(trackSite Move from:(site) "Track" steps:(face 26)))) (= 1 (size Stack at:(trackSite Move from:(site) "Track" steps:(face 26))))) (addScore Mover 1)) (if (and (is Enemy (who at:(trackSite Move from:(site) "Track" steps:(face 27)))) (= 1 (size Stack at:(trackSite Move from:(site) "Track" steps:(face 27))))) (addScore Mover 1))) (if (and {(= 1 (face 26)) (= 1 (face 27)) (<= 4 (size Stack at:(mapEntry "Hucke" (mover)))) (= 1 (size Stack at:(trackSite Move from:(site) "Track" steps:(face 26))))}) (addScore Mover 1)))))) next:(or {(if (and (>= 0 (var "MovingFromHucke")) (>= 0 (var "MovingToHucke"))) (forEach Piece)) (if (>= 0 (var "MovingFromHucke")) (if (or (< 0 (var "MovingToHucke")) (if (= (face 26) (face 27)) (<= 2 (count Pieces Mover in:(sites {(trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 27))}))) (and (<= 1 (count Pieces Mover in:(sites {(trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 26))}))) (<= 1 (count Pieces Mover in:(sites {(trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 27))})))))) (or (if (and (!= 26 (var "MovingToHucke")) (is Friend (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 26))))) (move (from (trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 26))) (to (mapEntry "Hucke" (mover))) (then (if (= 0 (count MovesThisTurn)) (and (moveAgain) (set Var "MovingToHucke" 26)) (set Var "MovingToHucke" 0))))) (if (and (!= 27 (var "MovingToHucke")) (is Friend (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 27))))) (move (from (trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 27))) (to (mapEntry "Hucke" (mover))) (then (if (= 0 (count MovesThisTurn)) (and (moveAgain) (set Var "MovingToHucke" 27)) (set Var "MovingToHucke" 0)))))))) (if (>= 0 (var "MovingToHucke")) (if (or (< 0 (var "MovingFromHucke")) (if (and (and (!= (face 26) 1) (!= (face 27) 1)) (<= 2 (count Pieces Mover in:(sites {(mapEntry "Hucke" (mover))})))) (if (= (face 26) (face 27)) (not (is Enemy (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 27))))) (and (not (is Enemy (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 26))))) (not (is Enemy (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 27))))))))) (or (if (and (!= 26 (var "MovingFromHucke")) (not (is Enemy (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 26)))))) (move (from (mapEntry "Hucke" (mover))) (to (trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 26))) (then (if (= 0 (count MovesThisTurn)) (and (moveAgain) (set Var "MovingFromHucke" 26)) (set Var "MovingFromHucke" 0))))) (if (and (!= 27 (var "MovingFromHucke")) (not (is Enemy (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 27)))))) (move (from (mapEntry "Hucke" (mover))) (to (trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 27))) (then (if (= 0 (count MovesThisTurn)) (and (moveAgain) (set Var "MovingFromHucke" 27)) (set Var "MovingFromHucke" 0))))))))})) (then (if (no Pieces Mover) (addScore Mover 2))))) (end (if (<= 12 (score Mover)) (result Mover Win)))))
###Description 2x12 board, with spaces as points, divided in two. Fifteen or sixteen pieces per player, which begin on one of the points, the furthest to the right of one player and the furthest to the left of the other (they will be opposite each other). The points form a continuous track in a horseshoe shape; each player progresses in opposite directions (one from their bottom right to the top right, the other from their bottom left to their top left). Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. Doubles are only played once. Pieces may not land on a space occupied by an opponent's piece. Pieces may only move into the twelfth point on their side of the board (Hucke) with a throw that allows two pieces to move there at once. A player cannot move into or hit pieces in the opponent's Hucke. Players may move beyond their Hucke only on a throw that allows them, to move two pieces from the Hucke onto the opposite side of the board. Each player has another piece, placed at the tip of their point. The player moves this piece to mark the score they earn. Points are awarded as follows: When it is possible for a player to land on a space occupied by a single piece belonging to the opponent (a hit), a player gains one point. Hitting the opponent's Hucke is only possible by throwing two 1s with at least four pieces on the player's own Hucke. For a given throw, all possible hits made by any legal move are counted. Players move their pieces after the possible hits are calculated. A player gains two points by bringing all of their pieces into the final section of the board and bearing all of their pieces off by throwing more than the number of remaining spaces. The player who obtains twelve points wins. Each player has 15 pieces. ###Ludii (game "Tokkadille" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {12 11 10 9 8 7 5 4 3 2 1 0 13 14 15 16 17 18 20 21 22 23 24 25} P1 directed:True) (track "Track2" {25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12} P2 directed:True) (track "ReverseHuckeTrack1" {0 1 2 3 4 5 7} P1 directed:True) (track "ReverseHuckeTrack2" {13 14 15 16 17 18 20} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (if (is In (from) (sites Mover "BeforeHucke")) (forEach Die if:(!= (pips) 0) (move (from (from)) (to (trackSite Move from:(from) "Track" steps:(pips)) if:(and (is In (to) (sites Mover "BeforeHucke")) (not (is Enemy (who at:(to))))))) (then (if (not (all DiceUsed)) (moveAgain)))) (if (!= (from) (mapEntry "Hucke" (mover))) (forEach Die if:(!= (pips) 0) (if (= (trackSite Move from:(from) "Track" steps:(pips)) -1) (move Remove (from)) (move (from (from)) (to (trackSite Move from:(from) "Track" steps:(pips)) if:(not (is Enemy (who at:(to))))))) (then (if (not (all DiceUsed)) (moveAgain))))))) (regions "BeforeHucke" P1 (sites {12 11 10 9 8 7 5 4 3 2 1})) (regions "BeforeHucke" P2 (sites {25 24 23 22 21 20 18 17 16 15 14})) (map "Hucke" {(pair P1 0) (pair P2 13)})}) (rules (start {(place Stack "Disc1" 12 count:15) (place Stack "Disc2" 25 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(do (if (not (is Prev Mover)) (forEach Site (sites Occupied by:Mover) (if (is In (site) (sites Mover "BeforeHucke")) (and (if (and {(is In (trackSite Move from:(site) "Track" steps:(face 26)) (sites Mover "BeforeHucke")) (is Enemy (who at:(trackSite Move from:(site) "Track" steps:(face 26)))) (= 1 (size Stack at:(trackSite Move from:(site) "Track" steps:(face 26))))}) (addScore Mover 1)) (if (and {(is In (trackSite Move from:(site) "Track" steps:(face 27)) (sites Mover "BeforeHucke")) (is Enemy (who at:(trackSite Move from:(site) "Track" steps:(face 27)))) (= 1 (size Stack at:(trackSite Move from:(site) "Track" steps:(face 27))))}) (addScore Mover 1))) (if (!= (site) (mapEntry "Hucke" (mover))) (and (if (and (is Enemy (who at:(trackSite Move from:(site) "Track" steps:(face 26)))) (= 1 (size Stack at:(trackSite Move from:(site) "Track" steps:(face 26))))) (addScore Mover 1)) (if (and (is Enemy (who at:(trackSite Move from:(site) "Track" steps:(face 27)))) (= 1 (size Stack at:(trackSite Move from:(site) "Track" steps:(face 27))))) (addScore Mover 1))) (if (and {(= 1 (face 26)) (= 1 (face 27)) (<= 4 (size Stack at:(mapEntry "Hucke" (mover)))) (= 1 (size Stack at:(trackSite Move from:(site) "Track" steps:(face 26))))}) (addScore Mover 1)))))) next:(or {(if (and (>= 0 (var "MovingFromHucke")) (>= 0 (var "MovingToHucke"))) (forEach Piece)) (if (>= 0 (var "MovingFromHucke")) (if (or (< 0 (var "MovingToHucke")) (if (= (face 26) (face 27)) (<= 2 (count Pieces Mover in:(sites {(trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 27))}))) (and (<= 1 (count Pieces Mover in:(sites {(trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 26))}))) (<= 1 (count Pieces Mover in:(sites {(trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 27))})))))) (or (if (and (!= 26 (var "MovingToHucke")) (is Friend (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 26))))) (move (from (trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 26))) (to (mapEntry "Hucke" (mover))) (then (if (= 0 (count MovesThisTurn)) (and (moveAgain) (set Var "MovingToHucke" 26)) (set Var "MovingToHucke" 0))))) (if (and (!= 27 (var "MovingToHucke")) (is Friend (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 27))))) (move (from (trackSite Move from:(mapEntry "Hucke" (mover)) "ReverseHuckeTrack" steps:(face 27))) (to (mapEntry "Hucke" (mover))) (then (if (= 0 (count MovesThisTurn)) (and (moveAgain) (set Var "MovingToHucke" 27)) (set Var "MovingToHucke" 0)))))))) (if (>= 0 (var "MovingToHucke")) (if (or (< 0 (var "MovingFromHucke")) (if (and (and (!= (face 26) 1) (!= (face 27) 1)) (<= 2 (count Pieces Mover in:(sites {(mapEntry "Hucke" (mover))})))) (if (= (face 26) (face 27)) (not (is Enemy (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 27))))) (and (not (is Enemy (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 26))))) (not (is Enemy (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 27))))))))) (or (if (and (!= 26 (var "MovingFromHucke")) (not (is Enemy (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 26)))))) (move (from (mapEntry "Hucke" (mover))) (to (trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 26))) (then (if (= 0 (count MovesThisTurn)) (and (moveAgain) (set Var "MovingFromHucke" 26)) (set Var "MovingFromHucke" 0))))) (if (and (!= 27 (var "MovingFromHucke")) (not (is Enemy (who at:(trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 27)))))) (move (from (mapEntry "Hucke" (mover))) (to (trackSite Move from:(mapEntry "Hucke" (mover)) "Track" steps:(face 27))) (then (if (= 0 (count MovesThisTurn)) (and (moveAgain) (set Var "MovingFromHucke" 27)) (set Var "MovingFromHucke" 0))))))))})) (then (if (no Pieces Mover) (addScore Mover 2))))) (end (if (<= 12 (score Mover)) (result Mover Win)))))
2x8 board, with rectangular spaces. Sixteen pieces per player, eight each placed on the two rectangles to each player's left. Each player moves their pieces in an anti-clockwise direction. Two six-sided dice. When a player rolls two 1s, they lose a piece. When a player rolls doubles of another number, the player may move two pieces the full total of the roll, or one piece only moves half the total roll. When consecutive numbers are rolled, the player may move one piece the total of the two dice and the second piece the value of the lower die, or may move one piece the total of the die and another piece the total of the dice minus 1. When the roll is two non-consecutive numbers, the player moves the values of the individual dice. The first player to move their pieces around the board and back to the starting position wins.
(game "Tsun K'i" (players 2) (equipment {(board (scale 10 2 (rectangle 8 2)) {(track "Track1" "1,N,W,S,N,E1,S" P1 directed:True) (track "Track2" "14,S,E,N,S,W1,N" P2 directed:True)}) (piece "Stick" Each) (dice d:6 num:2) (regions "Exit" P1 (sites {"B1" "B2"})) (regions "Exit" P2 (sites {"A7" "A8"}))}) (rules (start {(place Stack "Stick1" (sites {"B1" "B2"}) count:8) (place Stack "Stick2" (sites {"A7" "A8"}) count:8)}) (play (do (if (<= (var) 0) (roll)) next:(if (can Move (if (and (= 2 (count Pips)) (is AnyDie 1)) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (if (is Friend (who at:(site) level:(level))) (move Remove (site) level:(level))))) (if (= (face 16) (face 17)) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (<= (var) 0) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 16))))) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(count Pips))) (then (if (<= (var) 0) (and (moveAgain) (set Var 1)) (set Var 0))))))) (if (or (= (face 16) (- (face 17) 1)) (= (face 16) (+ (face 17) 1))) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (!= (var) (- (count Pips) 1)) (or (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(if (< (face 16) (face 17)) (face 16) (face 17))))) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(- (count Pips) 1)))) (then (if (<= (var) 0) (and (moveAgain) (set Var (- (count Pips) 1))) (set Var 0))))) (if (!= (var) (count Pips)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(count Pips))) (then (if (<= (var) 0) (and (moveAgain) (set Var (count Pips))) (set Var 0)))))))) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (!= (var) (face 16)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 16))) (then (if (<= (var) 0) (and (moveAgain) (set Var (face 16))) (set Var 0))))) (if (!= (var) (face 17)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 17))) (then (if (<= (var) 0) (and (moveAgain) (set Var (face 17))) (set Var 0)))))))))))) (if (and (= 2 (count Pips)) (is AnyDie 1)) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (if (is Friend (who at:(site) level:(level))) (move Remove (site) level:(level))))) (if (= (face 16) (face 17)) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (<= (var) 0) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 16))))) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(count Pips))) (then (if (<= (var) 0) (and (moveAgain) (set Var 1)) (set Var 0))))))) (if (or (= (face 16) (- (face 17) 1)) (= (face 16) (+ (face 17) 1))) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (!= (var) (- (count Pips) 1)) (or (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(if (< (face 16) (face 17)) (face 16) (face 17))))) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(- (count Pips) 1)))) (then (if (<= (var) 0) (and (moveAgain) (set Var (- (count Pips) 1))) (set Var 0))))) (if (!= (var) (count Pips)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(count Pips))) (then (if (<= (var) 0) (and (moveAgain) (set Var (count Pips))) (set Var 0)))))))) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (!= (var) (face 16)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 16))) (then (if (<= (var) 0) (and (moveAgain) (set Var (face 16))) (set Var 0))))) (if (!= (var) (face 17)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 17))) (then (if (<= (var) 0) (and (moveAgain) (set Var (face 17))) (set Var 0))))))))))) (move Pass (then (set Var 0)))) (then (if (and (is In (last To) (sites Mover "Exit")) (not (is In (last From) (sites Mover "Exit")))) (remove (last To) level:(last LevelTo)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x8 board, with rectangular spaces. Sixteen pieces per player, eight each placed on the two rectangles to each player's left. Each player moves their pieces in an anti-clockwise direction. Two six-sided dice. When a player rolls two 1s, they lose a piece. When a player rolls doubles of another number, the player may move two pieces the full total of the roll, or one piece only moves half the total roll. When consecutive numbers are rolled, the player may move one piece the total of the two dice and the second piece the value of the lower die, or may move one piece the total of the die and another piece the total of the dice minus 1. When the roll is two non-consecutive numbers, the player moves the values of the individual dice. The first player to move their pieces around the board and back to the starting position wins. ###Ludii (game "Tsun K'i" (players 2) (equipment {(board (scale 10 2 (rectangle 8 2)) {(track "Track1" "1,N,W,S,N,E1,S" P1 directed:True) (track "Track2" "14,S,E,N,S,W1,N" P2 directed:True)}) (piece "Stick" Each) (dice d:6 num:2) (regions "Exit" P1 (sites {"B1" "B2"})) (regions "Exit" P2 (sites {"A7" "A8"}))}) (rules (start {(place Stack "Stick1" (sites {"B1" "B2"}) count:8) (place Stack "Stick2" (sites {"A7" "A8"}) count:8)}) (play (do (if (<= (var) 0) (roll)) next:(if (can Move (if (and (= 2 (count Pips)) (is AnyDie 1)) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (if (is Friend (who at:(site) level:(level))) (move Remove (site) level:(level))))) (if (= (face 16) (face 17)) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (<= (var) 0) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 16))))) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(count Pips))) (then (if (<= (var) 0) (and (moveAgain) (set Var 1)) (set Var 0))))))) (if (or (= (face 16) (- (face 17) 1)) (= (face 16) (+ (face 17) 1))) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (!= (var) (- (count Pips) 1)) (or (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(if (< (face 16) (face 17)) (face 16) (face 17))))) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(- (count Pips) 1)))) (then (if (<= (var) 0) (and (moveAgain) (set Var (- (count Pips) 1))) (set Var 0))))) (if (!= (var) (count Pips)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(count Pips))) (then (if (<= (var) 0) (and (moveAgain) (set Var (count Pips))) (set Var 0)))))))) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (!= (var) (face 16)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 16))) (then (if (<= (var) 0) (and (moveAgain) (set Var (face 16))) (set Var 0))))) (if (!= (var) (face 17)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 17))) (then (if (<= (var) 0) (and (moveAgain) (set Var (face 17))) (set Var 0)))))))))))) (if (and (= 2 (count Pips)) (is AnyDie 1)) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (if (is Friend (who at:(site) level:(level))) (move Remove (site) level:(level))))) (if (= (face 16) (face 17)) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (<= (var) 0) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 16))))) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(count Pips))) (then (if (<= (var) 0) (and (moveAgain) (set Var 1)) (set Var 0))))))) (if (or (= (face 16) (- (face 17) 1)) (= (face 16) (+ (face 17) 1))) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (!= (var) (- (count Pips) 1)) (or (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(if (< (face 16) (face 17)) (face 16) (face 17))))) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(- (count Pips) 1)))) (then (if (<= (var) 0) (and (moveAgain) (set Var (- (count Pips) 1))) (set Var 0))))) (if (!= (var) (count Pips)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(count Pips))) (then (if (<= (var) 0) (and (moveAgain) (set Var (count Pips))) (set Var 0)))))))) (forEach Site (sites Occupied by:Mover top:False) (forEach Level (site) (or (if (!= (var) (face 16)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 16))) (then (if (<= (var) 0) (and (moveAgain) (set Var (face 16))) (set Var 0))))) (if (!= (var) (face 17)) (move (from (site) level:(level)) (to (trackSite Move from:(site) "Track" steps:(face 17))) (then (if (<= (var) 0) (and (moveAgain) (set Var (face 17))) (set Var 0))))))))))) (move Pass (then (set Var 0)))) (then (if (and (is In (last To) (sites Mover "Exit")) (not (is In (last From) (sites Mover "Exit")))) (remove (last To) level:(last LevelTo)))))) (end (if (no Pieces Mover) (result Mover Win)))))
Stones are placed on the ground to make a square with ten spaces per side, the spaces between the stones being the place where the pieces are played. One piece per player. Three sticks used as dice, one side flat, the other round. One of the sticks is notched on the round side. Throws are as follows: All flat sides up = 5; all round sides up = 10; one flat and two round, with no notches up = 1, two flat and one round, with no notches up = 3, two flat or two round, with notches up = 15. Pieces begin in one corner of the board. Players may move in opposite directions around the board, or in the same direction. When players move in the same direction, they may send the opponent's piece back to the beginning if they land on their spot. When the opponent is sent back to the beginning, they may then choose their direction of play. When players are moving in opposite directions, the opponent's piece may not be sent to start. The first player to travel around the board and land in the starting space wins. The game has 2 players.
(game "Tugi-Epfe" (players 2) (equipment {(board (merge {(rectangle 1 11) (rectangle 11 1) (shift 0 10 (rectangle 1 11)) (shift 10 0 (rectangle 11 1))}) {(track "TrackCW" {0 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 39 38 37 36 35 34 33 32 31 30 9 8 7 6 5 4 3 2 1 0} directed:True) (track "TrackCCW" {0 1 2 3 4 5 6 7 8 9 30 31 32 33 34 35 36 37 38 39 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 0} directed:True)} use:Edge) (dice d:2 facesByDie:{{0 10} {0 1} {0 1}} num:3) (map "ThrowDiceValue" {(pair 0 5) (pair 12 5) (pair 2 1) (pair 1 3) (pair 10 15) (pair 11 15)}) (piece "Horse" Each (if (= (value Player Mover) -1) (or (if (!= (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) -1) (if (or (is Empty (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (and (is Enemy (who at:(trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))) (or (= (value Player Mover) (value Player (who at:(trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (= (value Player Mover) -1)))) (move (from (from) level:(level)) (to (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (apply if:(is Enemy (who at:(to))) (and (fromTo (from (to)) (to 0)) (set Value (player (who at:(to))) -1)))))) (then (if (= (value Player Mover) -1) (set Value Mover 1)))) (if (!= (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) -1) (if (or (is Empty (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (and (is Enemy (who at:(trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))) (or (= (value Player Mover) (value Player (who at:(trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (= (value Player Mover) -1)))) (move (from (from) level:(level)) (to (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (apply if:(is Enemy (who at:(to))) (and (fromTo (from (to)) (to 0)) (set Value (player (who at:(to))) -1)))))) (then (if (= (value Player Mover) -1) (set Value Mover 2))))) (if (!= (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) -1) (if (or (is Empty (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))) (and (is Enemy (who at:(if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (or (= (value Player Mover) (value Player (who at:(if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))))) (= (value Player Mover) -1)))) (move (from (from) level:(level)) (to (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (apply if:(is Enemy (who at:(to))) (and (fromTo (from (to)) (to 0)) (set Value (player (who at:(to))) -1))))))))) (regions "AllSites" (sites Board))}) (rules (start (place Stack items:{"Horse2" "Horse1"} 0)) (play (do (roll) next:(forEach Piece) (then (if (= (last To) 0) (remove (last To)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description Stones are placed on the ground to make a square with ten spaces per side, the spaces between the stones being the place where the pieces are played. One piece per player. Three sticks used as dice, one side flat, the other round. One of the sticks is notched on the round side. Throws are as follows: All flat sides up = 5; all round sides up = 10; one flat and two round, with no notches up = 1, two flat and one round, with no notches up = 3, two flat or two round, with notches up = 15. Pieces begin in one corner of the board. Players may move in opposite directions around the board, or in the same direction. When players move in the same direction, they may send the opponent's piece back to the beginning if they land on their spot. When the opponent is sent back to the beginning, they may then choose their direction of play. When players are moving in opposite directions, the opponent's piece may not be sent to start. The first player to travel around the board and land in the starting space wins. The game has 2 players. ###Ludii (game "Tugi-Epfe" (players 2) (equipment {(board (merge {(rectangle 1 11) (rectangle 11 1) (shift 0 10 (rectangle 1 11)) (shift 10 0 (rectangle 11 1))}) {(track "TrackCW" {0 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 39 38 37 36 35 34 33 32 31 30 9 8 7 6 5 4 3 2 1 0} directed:True) (track "TrackCCW" {0 1 2 3 4 5 6 7 8 9 30 31 32 33 34 35 36 37 38 39 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 0} directed:True)} use:Edge) (dice d:2 facesByDie:{{0 10} {0 1} {0 1}} num:3) (map "ThrowDiceValue" {(pair 0 5) (pair 12 5) (pair 2 1) (pair 1 3) (pair 10 15) (pair 11 15)}) (piece "Horse" Each (if (= (value Player Mover) -1) (or (if (!= (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) -1) (if (or (is Empty (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (and (is Enemy (who at:(trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))) (or (= (value Player Mover) (value Player (who at:(trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (= (value Player Mover) -1)))) (move (from (from) level:(level)) (to (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (apply if:(is Enemy (who at:(to))) (and (fromTo (from (to)) (to 0)) (set Value (player (who at:(to))) -1)))))) (then (if (= (value Player Mover) -1) (set Value Mover 1)))) (if (!= (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) -1) (if (or (is Empty (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (and (is Enemy (who at:(trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))) (or (= (value Player Mover) (value Player (who at:(trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (= (value Player Mover) -1)))) (move (from (from) level:(level)) (to (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (apply if:(is Enemy (who at:(to))) (and (fromTo (from (to)) (to 0)) (set Value (player (who at:(to))) -1)))))) (then (if (= (value Player Mover) -1) (set Value Mover 2))))) (if (!= (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) -1) (if (or (is Empty (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))) (and (is Enemy (who at:(if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (or (= (value Player Mover) (value Player (who at:(if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips))))))) (= (value Player Mover) -1)))) (move (from (from) level:(level)) (to (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(mapEntry "ThrowDiceValue" (count Pips))) (trackSite Move "TrackCW" steps:(mapEntry "ThrowDiceValue" (count Pips)))) (apply if:(is Enemy (who at:(to))) (and (fromTo (from (to)) (to 0)) (set Value (player (who at:(to))) -1))))))))) (regions "AllSites" (sites Board))}) (rules (start (place Stack items:{"Horse2" "Horse1"} 0)) (play (do (roll) next:(forEach Piece) (then (if (= (last To) 0) (remove (last To)))))) (end (if (no Pieces Mover) (result Mover Win)))))
The board is a rectilinear track with two rows, of any number. Six or seven players, seven are preferred. One piece per player. Two seashells, used as dice. The throws are as follows: two backs = 20; two hollow sides = 10, one of each = 0. The player to reach the end of the track wins. The game involves 7 players. Each row has 50 holes.
(game "Uturu Uturu Kaida" (players 7) (equipment {(board (rectangle 2 50) (track "Track" {0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 99 98 97 96 95 94 93 92 91 90 89 88 87 86 85 84 83 82 81 80 79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50} directed:True) use:Vertex) (hand Each) (piece "Horse" Each (if (= (if (= (from) (handSite Mover)) (trackSite Move from:0 steps:(- (mapEntry (count Pips)) 1)) (trackSite Move from:(from) steps:(mapEntry (count Pips)))) -1) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (if (= (from) (handSite Mover)) (trackSite Move from:0 steps:(- (mapEntry (count Pips)) 1)) (trackSite Move from:(from) steps:(mapEntry (count Pips))))) stack:True))) (dice d:2 from:0 num:2) (map {(pair 0 10) (pair 1 0) (pair 2 20)})}) (rules (start (place "Horse" "Hand")) (play (do (roll) next:(if (< 0 (mapEntry (count Pips))) (or (forEach Piece) (forEach Piece container:(mover)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description The board is a rectilinear track with two rows, of any number. Six or seven players, seven are preferred. One piece per player. Two seashells, used as dice. The throws are as follows: two backs = 20; two hollow sides = 10, one of each = 0. The player to reach the end of the track wins. The game involves 7 players. Each row has 50 holes. ###Ludii (game "Uturu Uturu Kaida" (players 7) (equipment {(board (rectangle 2 50) (track "Track" {0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 99 98 97 96 95 94 93 92 91 90 89 88 87 86 85 84 83 82 81 80 79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50} directed:True) use:Vertex) (hand Each) (piece "Horse" Each (if (= (if (= (from) (handSite Mover)) (trackSite Move from:0 steps:(- (mapEntry (count Pips)) 1)) (trackSite Move from:(from) steps:(mapEntry (count Pips)))) -1) (move Remove (from) level:(level)) (move (from (from) level:(level)) (to (if (= (from) (handSite Mover)) (trackSite Move from:0 steps:(- (mapEntry (count Pips)) 1)) (trackSite Move from:(from) steps:(mapEntry (count Pips))))) stack:True))) (dice d:2 from:0 num:2) (map {(pair 0 10) (pair 1 0) (pair 2 20)})}) (rules (start (place "Horse" "Hand")) (play (do (roll) next:(if (< 0 (mapEntry (count Pips))) (or (forEach Piece) (forEach Piece container:(mover)))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, with the spaces rendered as points, divided into half. Fifteen pieces per player. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. A throw of doubles forces the player to play the throw twice. Each player's pieces begin in three stacks of five, on the leftmost point (with respect to the opponent) on the opponent's side of the board. Play proceeds (with respect to the player) from right to left on the opponent's side of the board, and then from left to right on the player's side of the board. A player cannot place two pieces on a single point on any of the first twelve points of the board, except for those pieces in the starting position. A player cannot move a piece onto a point containing two or more pieces belonging to the opponent. When a piece lands on a point occupied by a single piece belonging to the opponent, it is removed from the board and must be entered again, and can only do so using the value of one die, not both, with the starting point considered to be point 1, the next point 2, etc. Opponent's pieces can be removed from the board in this way when reentering the board. If a player cannot reenter pieces on the board they lose their turn. When all of a player's pieces are on their final 6 points, they may start removing pieces from the board. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins.
(game "Verquere" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P1 directed:True) (track "Track2" {19 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die replayDouble:True if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(and (or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (is Empty (to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Bar" Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (regions "FinalQuadrant" P1 (sites {7 8 9 10 11 12})) (regions "FinalQuadrant" P2 (sites {13 14 15 16 17 18})) (regions "StartingSide" P1 (sites {25 24 23 22 21 20 18 17 16 15 14 13})) (regions "StartingSide" P2 (sites {0 1 2 3 4 5 7 8 9 10 11 12})) (map "Bar" {(pair P1 6) (pair P2 19)})}) (rules (start {(place Stack "Disc1" 25 count:15) (place Stack "Disc2" 0 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Piece top:True))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 2x12 board, with the spaces rendered as points, divided into half. Fifteen pieces per player. Two six-sided dice. Players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. A throw of doubles forces the player to play the throw twice. Each player's pieces begin in three stacks of five, on the leftmost point (with respect to the opponent) on the opponent's side of the board. Play proceeds (with respect to the player) from right to left on the opponent's side of the board, and then from left to right on the player's side of the board. A player cannot place two pieces on a single point on any of the first twelve points of the board, except for those pieces in the starting position. A player cannot move a piece onto a point containing two or more pieces belonging to the opponent. When a piece lands on a point occupied by a single piece belonging to the opponent, it is removed from the board and must be entered again, and can only do so using the value of one die, not both, with the starting point considered to be point 1, the next point 2, etc. Opponent's pieces can be removed from the board in this way when reentering the board. If a player cannot reenter pieces on the board they lose their turn. When all of a player's pieces are on their final 6 points, they may start removing pieces from the board. They can do so by rolling a 6 to move from the 6th point, and so on down to 1. Players must use all available moves presented by the dice. The first player to remove all of their pieces wins. ###Ludii (game "Verquere" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {6 25 24 23 22 21 20 18 17 16 15 14 13 0 1 2 3 4 5 7 8 9 10 11 12 -2} P1 directed:True) (track "Track2" {19 0 1 2 3 4 5 7 8 9 10 11 12 25 24 23 22 21 20 18 17 16 15 14 13 -2} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die replayDouble:True if:(!= (pips) 0) (if (= (trackSite Move from:(from) steps:(pips)) -2) (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites Mover "FinalQuadrant"))) (move Remove (from))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(and (or (not (is Enemy (who at:(to)))) (= 1 (size Stack at:(to)))) (if (not (is In (to) (sites Mover "StartingSide"))) True (is Empty (to)))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "Bar" Next))))))) (then (if (not (all DiceUsed)) (moveAgain))))) (regions "FinalQuadrant" P1 (sites {7 8 9 10 11 12})) (regions "FinalQuadrant" P2 (sites {13 14 15 16 17 18})) (regions "StartingSide" P1 (sites {25 24 23 22 21 20 18 17 16 15 14 13})) (regions "StartingSide" P2 (sites {0 1 2 3 4 5 7 8 9 10 11 12})) (map "Bar" {(pair P1 6) (pair P2 19)})}) (rules (start {(place Stack "Disc1" 25 count:15) (place Stack "Disc2" 0 count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Piece top:True))) (end (if (no Pieces Mover) (result Mover Win)))))
Play begins in the central row and continues from left to right, then down the furthest row from right to left, then on the closest row from left to right. Played using three dice; throws can be used singly or combined but could not be divided. No second throw with doubles or triples. More than one piece of the same player can occupy one point, Single pieces can be removed from the board when the opponent lands on it; it must then be re-entered to the board before the player can move their other pieces. The goal is to bear off all of the player's pieces, which can be done one they are all in the closest row. The rules are describing with the Murray ruleset.
(game "XII Scripta" (players 2) (equipment {(board (add (merge (rectangle 3 6) (shift 7 0 (rectangle 3 6))) edges:{{5 18} {11 24} {17 30}}) {(track "Track1" "36,6,E,N1,W,0,E,End" P1 directed:True) (track "Track2" "38,6,E,S1,W,12,E,End" P2 directed:True)} use:Vertex) (dice num:3) (hand Each size:2) (piece "Disc" Each (forEach Die combined:True if:(and (!= (pips) 0) (!= (trackSite Move from:(from) steps:(pips)) -1)) (if (= (trackSite Move from:(from) steps:(pips)) -2) (move Select (from (from)) (then (if (= (count at:(last To)) 1) (remove (last To)) (set Count at:(last To) (- (count at:(last To)) 1))))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(not (and (is Enemy (who at:(to))) (> (count at:(to)) 1))) (apply if:(and (is Enemy (who at:(to))) (= (count at:(to)) 1)) (fromTo (from (to)) (to (handSite Next 1)))))))))}) (rules (start {(place "Disc1" (handSite P1) count:15) (place "Disc2" (handSite P2) count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(if (!= (what at:(handSite Mover 1)) 0) (forEach Die combined:True if:(and (!= (pips) 0) (!= (trackSite Move from:(handSite Mover) steps:(pips)) -1)) (if (= (trackSite Move from:(handSite Mover) steps:(pips)) -2) (move Select (from (handSite Mover 1)) (then (if (= (count at:(last To)) 1) (remove (last To)) (set Count at:(last To) (- (count at:(last To)) 1))))) (move (from (handSite Mover 1)) (to (trackSite Move from:(handSite Mover) steps:(pips)) if:(not (and (is Enemy (who at:(to))) (> (count at:(to)) 1))) (apply if:(and (is Enemy (who at:(to))) (= (count at:(to)) 1)) (fromTo (from (to)) (to (handSite Next 1)))))))) (or (forEach Piece) (forEach Piece container:(mover))) (then (if (can Move (if (!= (what at:(handSite Mover 1)) 0) (forEach Die combined:True if:(and (!= (pips) 0) (!= (trackSite Move from:(handSite Mover) steps:(pips)) -1)) (if (= (trackSite Move from:(handSite Mover) steps:(pips)) -2) (move Select (from (handSite Mover 1)) (then (if (= (count at:(last To)) 1) (remove (last To)) (set Count at:(last To) (- (count at:(last To)) 1))))) (move (from (handSite Mover 1)) (to (trackSite Move from:(handSite Mover) steps:(pips)) if:(not (and (is Enemy (who at:(to))) (> (count at:(to)) 1))) (apply if:(and (is Enemy (who at:(to))) (= (count at:(to)) 1)) (fromTo (from (to)) (to (handSite Next 1)))))))) (or (forEach Piece) (forEach Piece container:(mover))))) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description Play begins in the central row and continues from left to right, then down the furthest row from right to left, then on the closest row from left to right. Played using three dice; throws can be used singly or combined but could not be divided. No second throw with doubles or triples. More than one piece of the same player can occupy one point, Single pieces can be removed from the board when the opponent lands on it; it must then be re-entered to the board before the player can move their other pieces. The goal is to bear off all of the player's pieces, which can be done one they are all in the closest row. The rules are describing with the Murray ruleset. ###Ludii (game "XII Scripta" (players 2) (equipment {(board (add (merge (rectangle 3 6) (shift 7 0 (rectangle 3 6))) edges:{{5 18} {11 24} {17 30}}) {(track "Track1" "36,6,E,N1,W,0,E,End" P1 directed:True) (track "Track2" "38,6,E,S1,W,12,E,End" P2 directed:True)} use:Vertex) (dice num:3) (hand Each size:2) (piece "Disc" Each (forEach Die combined:True if:(and (!= (pips) 0) (!= (trackSite Move from:(from) steps:(pips)) -1)) (if (= (trackSite Move from:(from) steps:(pips)) -2) (move Select (from (from)) (then (if (= (count at:(last To)) 1) (remove (last To)) (set Count at:(last To) (- (count at:(last To)) 1))))) (move (from (from)) (to (trackSite Move from:(from) steps:(pips)) if:(not (and (is Enemy (who at:(to))) (> (count at:(to)) 1))) (apply if:(and (is Enemy (who at:(to))) (= (count at:(to)) 1)) (fromTo (from (to)) (to (handSite Next 1)))))))))}) (rules (start {(place "Disc1" (handSite P1) count:15) (place "Disc2" (handSite P2) count:15)}) (play (do (if (not (is Prev Mover)) (roll)) next:(if (!= (what at:(handSite Mover 1)) 0) (forEach Die combined:True if:(and (!= (pips) 0) (!= (trackSite Move from:(handSite Mover) steps:(pips)) -1)) (if (= (trackSite Move from:(handSite Mover) steps:(pips)) -2) (move Select (from (handSite Mover 1)) (then (if (= (count at:(last To)) 1) (remove (last To)) (set Count at:(last To) (- (count at:(last To)) 1))))) (move (from (handSite Mover 1)) (to (trackSite Move from:(handSite Mover) steps:(pips)) if:(not (and (is Enemy (who at:(to))) (> (count at:(to)) 1))) (apply if:(and (is Enemy (who at:(to))) (= (count at:(to)) 1)) (fromTo (from (to)) (to (handSite Next 1)))))))) (or (forEach Piece) (forEach Piece container:(mover))) (then (if (can Move (if (!= (what at:(handSite Mover 1)) 0) (forEach Die combined:True if:(and (!= (pips) 0) (!= (trackSite Move from:(handSite Mover) steps:(pips)) -1)) (if (= (trackSite Move from:(handSite Mover) steps:(pips)) -2) (move Select (from (handSite Mover 1)) (then (if (= (count at:(last To)) 1) (remove (last To)) (set Count at:(last To) (- (count at:(last To)) 1))))) (move (from (handSite Mover 1)) (to (trackSite Move from:(handSite Mover) steps:(pips)) if:(not (and (is Enemy (who at:(to))) (> (count at:(to)) 1))) (apply if:(and (is Enemy (who at:(to))) (= (count at:(to)) 1)) (fromTo (from (to)) (to (handSite Next 1)))))))) (or (forEach Piece) (forEach Piece container:(mover))))) (moveAgain)))))) (end (if (no Pieces Mover) (result Mover Win)))))
2x12 board, with spaces as points, divided in two. Fifteen pieces per player, which start stacked, two on the players' first three points and three in the next three points. Two six-sided dice. Players unstack the pieces by moving pieces off of the stack, but remaining on the same point, according to the throws of the dice. The value of the throw indicates the number of the point which can be unstacked. For example, a throw of 1 and 4 allows the player to unstack the pieces on points 1 and 4. When all of a player's pieces are unstacked, they must be restacked, in the same way. When they have been successfully restacked, the player then bears off the pieces from this quadrant of the board. When bearing off, players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. The first player to bear off all their pieces wins.
(game "Yahoudieh" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {7 8 9 10 11 12} P1 directed:True) (track "Track2" {18 17 16 15 14 13} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (move (from) (to (trackSite Move steps:(pips))))))) (map "StartTrack" {(pair P1 7) (pair P2 18)})}) (rules (start {(place Stack "Disc1" (sites {7 8 9}) count:2) (place Stack "Disc1" (sites {10 11 12}) count:3) (place Stack "Disc2" (sites {13 14 15}) count:3) (place Stack "Disc2" (sites {16 17 18}) count:2)}) phases:{(phase "UnStacking" (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (or (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 0) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (if (= 3 (size Stack at:(last To))) (forEach Level (last To) (set State at:(last To) level:(level) 1)) (forEach Level (last To) (set State at:(last To) level:(level) 2))) (if (not (all DiceUsed)) (moveAgain)))))) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 1) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 2)) (if (not (all DiceUsed)) (moveAgain)))))))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (or (= (state at:(site)) 0) (= (state at:(site)) 1)))) "Stacking")) (phase "Stacking" (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (or (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 2) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and {(if (= 3 (size Stack at:(last To))) (forEach Level (last To) (set State at:(last To) level:(level) 1)) (forEach Level (last To) (set State at:(last To) level:(level) 0))) (if (not (all DiceUsed)) (moveAgain))})))) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 1) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 0)) (if (not (all DiceUsed)) (moveAgain)))))))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (= (state at:(site)) 2))) "BearingOff")) (phase "BearingOff" (play (do (if (or (all DiceEqual) (not (is Prev Mover))) (roll)) next:(forEach Piece top:True) (then (if (not (all DiceUsed)) (moveAgain))))) (end (if (no Pieces Mover) (result Mover Win))))}))
###Description 2x12 board, with spaces as points, divided in two. Fifteen pieces per player, which start stacked, two on the players' first three points and three in the next three points. Two six-sided dice. Players unstack the pieces by moving pieces off of the stack, but remaining on the same point, according to the throws of the dice. The value of the throw indicates the number of the point which can be unstacked. For example, a throw of 1 and 4 allows the player to unstack the pieces on points 1 and 4. When all of a player's pieces are unstacked, they must be restacked, in the same way. When they have been successfully restacked, the player then bears off the pieces from this quadrant of the board. When bearing off, players move according to the number on each die by moving one piece the value on one die then another piece the value on the other die, or by moving one piece the value of one die and then the value of the other. The first player to bear off all their pieces wins. ###Ludii (game "Yahoudieh" (players 2) (equipment {(board (rectangle 2 13) {(track "Track1" {7 8 9 10 11 12} P1 directed:True) (track "Track2" {18 17 16 15 14 13} P2 directed:True)} use:Vertex) (dice d:6 num:2) (piece "Disc" Each (forEach Die if:(!= (pips) 0) (if (= (trackSite Move steps:(pips)) -1) (move Remove (from)) (move (from) (to (trackSite Move steps:(pips))))))) (map "StartTrack" {(pair P1 7) (pair P2 18)})}) (rules (start {(place Stack "Disc1" (sites {7 8 9}) count:2) (place Stack "Disc1" (sites {10 11 12}) count:3) (place Stack "Disc2" (sites {13 14 15}) count:3) (place Stack "Disc2" (sites {16 17 18}) count:2)}) phases:{(phase "UnStacking" (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (or (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 0) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (if (= 3 (size Stack at:(last To))) (forEach Level (last To) (set State at:(last To) level:(level) 1)) (forEach Level (last To) (set State at:(last To) level:(level) 2))) (if (not (all DiceUsed)) (moveAgain)))))) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 1) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 2)) (if (not (all DiceUsed)) (moveAgain)))))))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (or (= (state at:(site)) 0) (= (state at:(site)) 1)))) "Stacking")) (phase "Stacking" (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (or (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 2) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and {(if (= 3 (size Stack at:(last To))) (forEach Level (last To) (set State at:(last To) level:(level) 1)) (forEach Level (last To) (set State at:(last To) level:(level) 0))) (if (not (all DiceUsed)) (moveAgain))})))) (if (= (state at:(trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) 1) (move Select (from (trackSite Move from:(mapEntry "StartTrack" (mover)) steps:(- (pips) 1))) (then (and (forEach Level (last To) (set State at:(last To) level:(level) 0)) (if (not (all DiceUsed)) (moveAgain)))))))))) (nextPhase Mover (all Sites (sites Occupied by:Mover) if:(not (= (state at:(site)) 2))) "BearingOff")) (phase "BearingOff" (play (do (if (or (all DiceEqual) (not (is Prev Mover))) (roll)) next:(forEach Piece top:True) (then (if (not (all DiceUsed)) (moveAgain))))) (end (if (no Pieces Mover) (result Mover Win))))}))
1. Agon is played on a hexagonal board made of 91 hexagonal playing spaces. Each concentric layer for hexagons is so coloured that it is easy to see a playing space's distance from the centre of the board. 2. The players each start with a queen and six guards. They are placed in a set configuration at the edge of the board, as shown again in the diagram. 3. In his turn a player moves a piece one space in any direction, except for any direction that leads away from the centre. 5. A piece may not land on or jump over another. 6. A piece may not move adjacent to two enemy pieces such that it is directly between them. 7. Only a queen may move to the central space. 8. If a piece becomes sandwiched between two enemies, it is captured. 9. If the queen is captured, then its owner must, on his next turn, remove the queen from her predicament and place her on any other space on the board. 10. Otherwise if one of his guards is captured, the player must remove the guard from his predicament, but the guard must be placed on a space at the edge of the board. 11. Only one captured piece may be so removed each turn; so a player may arrest his opponent's strategy for a number of turns if he makes multiple captures at once or in quick succession. 12. A player has won the game when his queen rests on the central space, and her six guards are on the six spaces adjacent to her. 13. A player has lost the game if his six guards are adjacent to the central space but his queen is not between them, as this configuration prevents either player from ever winning the game.
(game "Agon" (players 2) (equipment {(board (hex 6)) (piece "Pawn" Each (move Step (to if:(and {(is Empty (to)) (>= (count Steps Orthogonal (from) (centrePoint)) (count Steps Orthogonal (to) (centrePoint))) (!= (to) (centrePoint))})) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (set State at:(between) 1))) (to if:(is Friend (who at:(to)))))))) (piece "Queen" Each (move Step (to if:(and (is Empty (to)) (>= (count Steps Orthogonal (from) (centrePoint)) (count Steps Orthogonal (to) (centrePoint))))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (set State at:(between) 1))) (to if:(is Friend (who at:(to))))))))}) (rules (start {(place "Pawn1" (sites {89 60 20 3 6 51})) (place "Pawn2" (sites {87 84 39 1 30 70})) (place "Queen1" 85) (place "Queen2" 5)}) (play (priority {(forEach Site (forEach (sites Occupied by:Mover component:"Queen") if:(!= 0 (state at:(site)))) (move (from (site)) (to (sites Board) if:(is Empty (to))) (then (set State at:(last To) 0)))) (forEach Site (forEach (sites Occupied by:Mover component:"Pawn") if:(!= 0 (state at:(site)))) (move (from (site)) (to (sites Outer) if:(is Empty (to))) (then (set State at:(last To) 0)))) (do (forEach Piece) ifAfterwards:(not (can Move (intervene (from (last To)) Orthogonal (to if:(is Enemy (who at:(to))) (apply (remove (to))))))))})) (end (if (all Sites (difference (sites Around (sites Centre)) (sites Centre)) if:(= (what at:(site)) (id "Pawn" Mover))) {(if (= (what at:(centrePoint)) (id "Queen" Mover)) (result Mover Win)) (if (not (= (what at:(centrePoint)) (id "Queen" Mover))) (result Mover Loss))}))))
###Description 1. Agon is played on a hexagonal board made of 91 hexagonal playing spaces. Each concentric layer for hexagons is so coloured that it is easy to see a playing space's distance from the centre of the board. 2. The players each start with a queen and six guards. They are placed in a set configuration at the edge of the board, as shown again in the diagram. 3. In his turn a player moves a piece one space in any direction, except for any direction that leads away from the centre. 5. A piece may not land on or jump over another. 6. A piece may not move adjacent to two enemy pieces such that it is directly between them. 7. Only a queen may move to the central space. 8. If a piece becomes sandwiched between two enemies, it is captured. 9. If the queen is captured, then its owner must, on his next turn, remove the queen from her predicament and place her on any other space on the board. 10. Otherwise if one of his guards is captured, the player must remove the guard from his predicament, but the guard must be placed on a space at the edge of the board. 11. Only one captured piece may be so removed each turn; so a player may arrest his opponent's strategy for a number of turns if he makes multiple captures at once or in quick succession. 12. A player has won the game when his queen rests on the central space, and her six guards are on the six spaces adjacent to her. 13. A player has lost the game if his six guards are adjacent to the central space but his queen is not between them, as this configuration prevents either player from ever winning the game. ###Ludii (game "Agon" (players 2) (equipment {(board (hex 6)) (piece "Pawn" Each (move Step (to if:(and {(is Empty (to)) (>= (count Steps Orthogonal (from) (centrePoint)) (count Steps Orthogonal (to) (centrePoint))) (!= (to) (centrePoint))})) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (set State at:(between) 1))) (to if:(is Friend (who at:(to)))))))) (piece "Queen" Each (move Step (to if:(and (is Empty (to)) (>= (count Steps Orthogonal (from) (centrePoint)) (count Steps Orthogonal (to) (centrePoint))))) (then (custodial (from (last To)) Orthogonal (between (max 1) if:(is Enemy (who at:(between))) (apply (set State at:(between) 1))) (to if:(is Friend (who at:(to))))))))}) (rules (start {(place "Pawn1" (sites {89 60 20 3 6 51})) (place "Pawn2" (sites {87 84 39 1 30 70})) (place "Queen1" 85) (place "Queen2" 5)}) (play (priority {(forEach Site (forEach (sites Occupied by:Mover component:"Queen") if:(!= 0 (state at:(site)))) (move (from (site)) (to (sites Board) if:(is Empty (to))) (then (set State at:(last To) 0)))) (forEach Site (forEach (sites Occupied by:Mover component:"Pawn") if:(!= 0 (state at:(site)))) (move (from (site)) (to (sites Outer) if:(is Empty (to))) (then (set State at:(last To) 0)))) (do (forEach Piece) ifAfterwards:(not (can Move (intervene (from (last To)) Orthogonal (to if:(is Enemy (who at:(to))) (apply (remove (to))))))))})) (end (if (all Sites (difference (sites Around (sites Centre)) (sites Centre)) if:(= (what at:(site)) (id "Pawn" Mover))) {(if (= (what at:(centrePoint)) (id "Queen" Mover)) (result Mover Win)) (if (not (= (what at:(centrePoint)) (id "Queen" Mover))) (result Mover Loss))}))))
3x3 board. Each player plays with three Horse-shaped pieces, which begin on the row of squares closest to the player. Pieces move one space forward and one space diagonally, jumping over any intervening pieces. The first player to place their pieces in the squares where the opponent started wins.
(game "Aralzaa" (players 2) (equipment {(board (square 3)) (piece "Knight" Each (move Leap {{F F R F} {F F L F}} (to if:(is Empty (to))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Knight1" (sites P1)) (place "Knight2" (sites P2))}) (play (forEach Piece)) (end (if (= (sites Occupied by:Mover) (sites Next)) (result Mover Win)))))
###Description 3x3 board. Each player plays with three Horse-shaped pieces, which begin on the row of squares closest to the player. Pieces move one space forward and one space diagonally, jumping over any intervening pieces. The first player to place their pieces in the squares where the opponent started wins. ###Ludii (game "Aralzaa" (players 2) (equipment {(board (square 3)) (piece "Knight" Each (move Leap {{F F R F} {F F L F}} (to if:(is Empty (to))))) (regions P1 (sites Bottom)) (regions P2 (sites Top))}) (rules (start {(place "Knight1" (sites P1)) (place "Knight2" (sites P2))}) (play (forEach Piece)) (end (if (= (sites Occupied by:Mover) (sites Next)) (result Mover Win)))))
6x6 board. Two or four players. Three pieces per player, which begin in opposite corners of the board. Players alternate turns moving one piece to an empty adjacent space, orthogonally or diagonally. The first player to place their pieces in the squares in the opposite corner where the opponent's pieces started wins. The board is a square 6x6 The game involves two players.
(game "Bajr" (players 2) (equipment {(board (square 6)) (piece "Counter" Each (move Step (to if:(is Empty (to))))) (regions "Home" P1 (expand (intersection (sites Bottom) (sites Left)) steps:1 Orthogonal)) (regions "Home" P2 (expand (intersection (sites Top) (sites Right)) steps:1 Orthogonal)) (map {(pair P1 P2) (pair P2 P1)})}) (rules (start {(place "Counter1" (sites P1)) (place "Counter2" (sites P2))}) (play (forEach Piece)) (end (if (= (sites Occupied by:Mover) (sites (player (mapEntry (mover))))) (result Mover Win)))))
###Description 6x6 board. Two or four players. Three pieces per player, which begin in opposite corners of the board. Players alternate turns moving one piece to an empty adjacent space, orthogonally or diagonally. The first player to place their pieces in the squares in the opposite corner where the opponent's pieces started wins. The board is a square 6x6 The game involves two players. ###Ludii (game "Bajr" (players 2) (equipment {(board (square 6)) (piece "Counter" Each (move Step (to if:(is Empty (to))))) (regions "Home" P1 (expand (intersection (sites Bottom) (sites Left)) steps:1 Orthogonal)) (regions "Home" P2 (expand (intersection (sites Top) (sites Right)) steps:1 Orthogonal)) (map {(pair P1 P2) (pair P2 P1)})}) (rules (start {(place "Counter1" (sites P1)) (place "Counter2" (sites P2))}) (play (forEach Piece)) (end (if (= (sites Occupied by:Mover) (sites (player (mapEntry (mover))))) (result Mover Win)))))
The game is played on a 10x10 board. Four of the squares are marked and are considered to contain a watering hole. Each player has two elephants, two lions and two mice. Pieces do not take other pieces. Their movement is as follows: mice move like rooks, lions move like bishops, and elephants move like queens. Like their chess counterparts, the pieces cannot jump over other pieces. A mouse is afraid of a lion of the opponent; a lion is afraid of an elephant of the opponent, and an elephant is afraid of a mouse of the opponent. An animal may not move to a square that is adjacent (horizontally, vertically or diagonally) to an animal it is afraid of. In addition, if an animal is adjacent to an animal that it is afraid of, then it must be moved by its owner, i.e., the owner may not move another animal. In the special case that more than one animal is adjacent to an animal it is afraid of, the owner may choose which animal to move. One wins the game by occupying three of the watering holes with own pieces.
(game "Barca" (players 2) (equipment {(board (square 10)) (piece "Mouse" Each (move Slide Orthogonal (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Lion" Next))))))) (piece "Elephant" Each (move Slide All (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Mouse" Next))))))) (piece "Lion" Each (move Slide Diagonal (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Elephant" Next))))))) (regions "Water" (sites {"D4" "D7" "G4" "G7"}))}) (rules (start {(place "Elephant1" (sites {"E1" "F1"})) (place "Lion1" (sites {"D2" "G2"})) (place "Mouse1" (sites {"E2" "F2"})) (place "Elephant2" (sites {"E10" "F10"})) (place "Lion2" (sites {"D9" "G9"})) (place "Mouse2" (sites {"E9" "F9"}))}) (play (priority {(and {(forEach Piece "Mouse" (if (is In (from) (sites Around (sites Occupied by:Next component:"Lion"))) (move Slide Orthogonal (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Lion" Next)))))))) (forEach Piece "Elephant" (if (is In (from) (sites Around (sites Occupied by:Next component:"Mouse"))) (move Slide All (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Mouse" Next)))))))) (forEach Piece "Lion" (if (is In (from) (sites Around (sites Occupied by:Next component:"Elephant"))) (move Slide Diagonal (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Elephant" Next))))))))}) (forEach Piece)})) (end (if (= 3 (count Sites in:(intersection (sites Occupied by:Mover) (sites "Water")))) (result Mover Win)))))
###Description The game is played on a 10x10 board. Four of the squares are marked and are considered to contain a watering hole. Each player has two elephants, two lions and two mice. Pieces do not take other pieces. Their movement is as follows: mice move like rooks, lions move like bishops, and elephants move like queens. Like their chess counterparts, the pieces cannot jump over other pieces. A mouse is afraid of a lion of the opponent; a lion is afraid of an elephant of the opponent, and an elephant is afraid of a mouse of the opponent. An animal may not move to a square that is adjacent (horizontally, vertically or diagonally) to an animal it is afraid of. In addition, if an animal is adjacent to an animal that it is afraid of, then it must be moved by its owner, i.e., the owner may not move another animal. In the special case that more than one animal is adjacent to an animal it is afraid of, the owner may choose which animal to move. One wins the game by occupying three of the watering holes with own pieces. ###Ludii (game "Barca" (players 2) (equipment {(board (square 10)) (piece "Mouse" Each (move Slide Orthogonal (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Lion" Next))))))) (piece "Elephant" Each (move Slide All (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Mouse" Next))))))) (piece "Lion" Each (move Slide Diagonal (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Elephant" Next))))))) (regions "Water" (sites {"D4" "D7" "G4" "G7"}))}) (rules (start {(place "Elephant1" (sites {"E1" "F1"})) (place "Lion1" (sites {"D2" "G2"})) (place "Mouse1" (sites {"E2" "F2"})) (place "Elephant2" (sites {"E10" "F10"})) (place "Lion2" (sites {"D9" "G9"})) (place "Mouse2" (sites {"E9" "F9"}))}) (play (priority {(and {(forEach Piece "Mouse" (if (is In (from) (sites Around (sites Occupied by:Next component:"Lion"))) (move Slide Orthogonal (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Lion" Next)))))))) (forEach Piece "Elephant" (if (is In (from) (sites Around (sites Occupied by:Next component:"Mouse"))) (move Slide All (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Mouse" Next)))))))) (forEach Piece "Lion" (if (is In (from) (sites Around (sites Occupied by:Next component:"Elephant"))) (move Slide Diagonal (to (apply if:(all Sites (sites Around (to)) if:(!= (what at:(site)) (id "Elephant" Next))))))))}) (forEach Piece)})) (end (if (= 3 (count Sites in:(intersection (sites Occupied by:Mover) (sites "Water")))) (result Mover Win)))))
The object of the game is to be the first player to occupy the opponent's castle with two of your own pieces, or, to capture all of your opponent's pieces while retaining two or more of your own pieces. Both knights and pawns can move either horizontally, vertically, or diagonally in three ways, as follows: One space in any direction (like a king in chess). This is called a plain move. A leaping move (called cantering) over an adjacent friendly piece to a vacant space immediately beyond. Multiple leaps over a player's own pieces are permitted. Cantering is always optional (never obligatory). A jumping move over an adjacent enemy piece to a vacant space immediately beyond. The enemy piece is captured and removed from the board. As in checkers, multiple jumps are allowed, and capturing is obligatory whenever it is possible. Pawns may make any of the three moves, but only one type of move per turn. Knights have a fourth option: a combination move consisting of a canter immediately followed by a jump (capture). This is called the knight's charge. The knight may, in this single move, perform multiple canters (or just one), followed by multiple jumps (or just one); but the canter(s) must precede the jump(s). A knight may not combine a plain move with a canter or a jump.
(game "Camelot" (players 2) (equipment {(board (keep (rectangle 12 16) (poly {{0 7} {1 10} {4 13} {12 13} {15 10} {16 7} {16 5} {15 2} {13 0} {3 0} {1 2} {0 5}}))) (piece "Pawn" Each (or (if (not (is In (from) (sites Next))) (move Hop (from (from)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (and (moveAgain) (set Pending)))))) (move Step (to if:(if (is In (from) (sites Next)) (and (is Empty (to)) (is In (to) (sites Next))) (is In (to) (difference (sites Empty) (sites Mover)))))))) (piece "Knight" Each (or (if (not (is In (from) (sites Next))) (move Hop (from (from)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (and (moveAgain) (set Pending)))))) (move Step (to if:(if (is In (from) (sites Next)) (and (is Empty (to)) (is In (to) (sites Next))) (is In (to) (difference (sites Empty) (sites Mover)))))))) (regions P1 (sites {"A6" "A7"})) (regions P2 (sites {"P6" "P7"}))}) (rules (start {(place "Pawn1" {"F4" "F5" "F6" "F7" "F8" "F9" "G5" "G6" "G7" "G8"}) (place "Knight1" {"F3" "G4" "G9" "F10"}) (place "Pawn2" {"K4" "K5" "K6" "K7" "K8" "K9" "J5" "J6" "J7" "J8"}) (place "Knight2" {"K3" "J4" "J9" "K10"})}) (play (if (is Prev Mover) (if (is Pending) (if (= (what at:(last To)) (id "Knight" Mover)) (priority {(move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (moveAgain)))) (or (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (and (moveAgain) (set Pending))))) (move Pass))}) (or (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (and (moveAgain) (set Pending))))) (move Pass))) (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (moveAgain))))) (priority {(forEach Site (sites Mover) (if (= (who at:(site)) (mover)) (priority {(move Hop (from (site)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (moveAgain)))) (or (move Hop (from (site)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (and (moveAgain) (set Pending))))) (move Step (to if:(if (is In (from) (sites Next)) (and (is Empty (to)) (is In (to) (sites Next))) (is In (to) (difference (sites Empty) (sites Mover)))))))}))) (forEach Piece (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(if (is In (from) (sites Next)) (and (is Empty (to)) (is In (to) (sites Next))) (is In (to) (difference (sites Empty) (sites Mover))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (moveAgain))))) (forEach Piece)}))) (end {(if (= (sites P2) (sites Occupied by:P1)) (result P1 Win)) (if (= (sites P1) (sites Occupied by:P2)) (result P2 Win)) (if (and (>= (count Pieces Mover) 2) (= (count Pieces Next) 0)) (result Mover Win)) (if (and (< (count Pieces Mover) 2) (< (count Pieces Next) 2)) (result Mover Draw))})))
###Description The object of the game is to be the first player to occupy the opponent's castle with two of your own pieces, or, to capture all of your opponent's pieces while retaining two or more of your own pieces. Both knights and pawns can move either horizontally, vertically, or diagonally in three ways, as follows: One space in any direction (like a king in chess). This is called a plain move. A leaping move (called cantering) over an adjacent friendly piece to a vacant space immediately beyond. Multiple leaps over a player's own pieces are permitted. Cantering is always optional (never obligatory). A jumping move over an adjacent enemy piece to a vacant space immediately beyond. The enemy piece is captured and removed from the board. As in checkers, multiple jumps are allowed, and capturing is obligatory whenever it is possible. Pawns may make any of the three moves, but only one type of move per turn. Knights have a fourth option: a combination move consisting of a canter immediately followed by a jump (capture). This is called the knight's charge. The knight may, in this single move, perform multiple canters (or just one), followed by multiple jumps (or just one); but the canter(s) must precede the jump(s). A knight may not combine a plain move with a canter or a jump. ###Ludii (game "Camelot" (players 2) (equipment {(board (keep (rectangle 12 16) (poly {{0 7} {1 10} {4 13} {12 13} {15 10} {16 7} {16 5} {15 2} {13 0} {3 0} {1 2} {0 5}}))) (piece "Pawn" Each (or (if (not (is In (from) (sites Next))) (move Hop (from (from)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (and (moveAgain) (set Pending)))))) (move Step (to if:(if (is In (from) (sites Next)) (and (is Empty (to)) (is In (to) (sites Next))) (is In (to) (difference (sites Empty) (sites Mover)))))))) (piece "Knight" Each (or (if (not (is In (from) (sites Next))) (move Hop (from (from)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (and (moveAgain) (set Pending)))))) (move Step (to if:(if (is In (from) (sites Next)) (and (is Empty (to)) (is In (to) (sites Next))) (is In (to) (difference (sites Empty) (sites Mover)))))))) (regions P1 (sites {"A6" "A7"})) (regions P2 (sites {"P6" "P7"}))}) (rules (start {(place "Pawn1" {"F4" "F5" "F6" "F7" "F8" "F9" "G5" "G6" "G7" "G8"}) (place "Knight1" {"F3" "G4" "G9" "F10"}) (place "Pawn2" {"K4" "K5" "K6" "K7" "K8" "K9" "J5" "J6" "J7" "J8"}) (place "Knight2" {"K3" "J4" "J9" "K10"})}) (play (if (is Prev Mover) (if (is Pending) (if (= (what at:(last To)) (id "Knight" Mover)) (priority {(move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (moveAgain)))) (or (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (and (moveAgain) (set Pending))))) (move Pass))}) (or (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (and (moveAgain) (set Pending))))) (move Pass))) (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (moveAgain))))) (priority {(forEach Site (sites Mover) (if (= (who at:(site)) (mover)) (priority {(move Hop (from (site)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (moveAgain)))) (or (move Hop (from (site)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (move Hop (from (last To)) (between if:(is Friend (who at:(between)))) (to if:(and (is In (to) (difference (sites Empty) (sites Mover))) (not (is Visited (to)))))))) (and (moveAgain) (set Pending))))) (move Step (to if:(if (is In (from) (sites Next)) (and (is Empty (to)) (is In (to) (sites Next))) (is In (to) (difference (sites Empty) (sites Mover)))))))}))) (forEach Piece (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(if (is In (from) (sites Next)) (and (is Empty (to)) (is In (to) (sites Next))) (is In (to) (difference (sites Empty) (sites Mover))))) (then (if (and (not (is In (last To) (sites Next))) (can Move (hop (from (last To)) (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (moveAgain))))) (forEach Piece)}))) (end {(if (= (sites P2) (sites Occupied by:P1)) (result P1 Win)) (if (= (sites P1) (sites Occupied by:P2)) (result P2 Win)) (if (and (>= (count Pieces Mover) 2) (= (count Pieces Next) 0)) (result Mover Win)) (if (and (< (count Pieces Mover) 2) (< (count Pieces Next) 2)) (result Mover Draw))})))
DROP - Each stone is dropped on an empty cell, next to and below a stone of the same color MOVE - First player drops one stone at the first turn, then each player drops up to two stones (he may pass). GOAL - Wins the player with more stones on the bottom row.
(game "Cascades" (players 2) (equipment {(board (remove (hex Triangle 15) cells:{92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119} vertices:{223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285})) (piece "Ball" Each) (hand Each)}) (rules (start {(place "Ball1" (forEach (sites Top) if:(is Even (site)))) (place "Ball2" (forEach (sites Top) if:(is Odd (site))))}) phases:{(phase "FirstMove" (play (move Add (to (union (sites Around (sites Occupied by:Mover) SSW) (sites Around (sites Occupied by:Mover) SSE)) if:(is Empty (to))))) (nextPhase "Main")) (phase "Main" (play (or (move Add (to (union (sites Around (sites Occupied by:Mover) SSW) (sites Around (sites Occupied by:Mover) SSE)) if:(is Empty (to))) (then (if (not (is Prev Mover)) (moveAgain)))) (if (is Prev Mover) (move Pass)))))} (end (if (and (no Moves P1) (no Moves P2)) (byScore {(score P1 (count Sites in:(forEach (sites Bottom) if:(= (who at:(site)) P1)))) (score P2 (count Sites in:(forEach (sites Bottom) if:(= (who at:(site)) P2))))})))))
###Description DROP - Each stone is dropped on an empty cell, next to and below a stone of the same color MOVE - First player drops one stone at the first turn, then each player drops up to two stones (he may pass). GOAL - Wins the player with more stones on the bottom row. ###Ludii (game "Cascades" (players 2) (equipment {(board (remove (hex Triangle 15) cells:{92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119} vertices:{223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285})) (piece "Ball" Each) (hand Each)}) (rules (start {(place "Ball1" (forEach (sites Top) if:(is Even (site)))) (place "Ball2" (forEach (sites Top) if:(is Odd (site))))}) phases:{(phase "FirstMove" (play (move Add (to (union (sites Around (sites Occupied by:Mover) SSW) (sites Around (sites Occupied by:Mover) SSE)) if:(is Empty (to))))) (nextPhase "Main")) (phase "Main" (play (or (move Add (to (union (sites Around (sites Occupied by:Mover) SSW) (sites Around (sites Occupied by:Mover) SSE)) if:(is Empty (to))) (then (if (not (is Prev Mover)) (moveAgain)))) (if (is Prev Mover) (move Pass)))))} (end (if (and (no Moves P1) (no Moves P2)) (byScore {(score P1 (count Sites in:(forEach (sites Bottom) if:(= (who at:(site)) P1)))) (score P2 (count Sites in:(forEach (sites Bottom) if:(= (who at:(site)) P2))))})))))
The game can be played by two, three, four, or six people. It is played on a board that is shaped like a six-pointed star with 121 holes for the pieces. Each point of the star has ten colored spheres and the goal of the game is to move all of one's pieces into the opposite point of the star. Players can move a piece to one adjacent hole, or can jump either their own or opponent's pieces. This does not result in capturing, and jumping is not mandatory. When fewer than six people play, players can play with only one color of pieces, but if two or three people play they can use more than one color, but each player must use an equal number of pieces. Six players occupy home regions (standard game). The game is played on a board of size 4.
(game "Chinese Checkers" (players 6) (equipment {(board (hex Star 4)) (piece "Marker" Each) (regions "Home" P1 (expand origin:(coord row:0 column:4) steps:(- 4 1))) (regions "Home" P2 (expand origin:(coord row:4 column:(* 4 3)) steps:(- 4 1))) (regions "Home" P3 (expand origin:(coord row:(* 4 3) column:(* 4 4)) steps:(- 4 1))) (regions "Home" P4 (expand origin:(coord row:(* 4 4) column:(* 4 3)) steps:(- 4 1))) (regions "Home" P5 (expand origin:(coord row:(* 4 3) column:4) steps:(- 4 1))) (regions "Home" P6 (expand origin:(coord row:4 column:0) steps:(- 4 1))) (map {(pair 1 4) (pair 2 5) (pair 3 6) (pair 4 1) (pair 5 2) (pair 6 3)})}) (rules (start {(place "Marker1" (sites P1)) (place "Marker2" (sites P2)) (place "Marker3" (sites P3)) (place "Marker4" (sites P4)) (place "Marker5" (sites P5)) (place "Marker6" (sites P6))}) phases:{(phase "Movement" (play (forEach Piece (or (move Hop (from (from)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (from) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Step (to if:(and (is Empty (to)) (or (not (is In (from) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))))) (nextPhase (is Mover (next)) "MultiJump")) (phase "MultiJump" (play (or (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Pass))) (nextPhase (not (is Mover (next))) "Movement"))} (end (if (= (sites Occupied by:Mover) (sites (player (mapEntry (mover))))) (result Mover Win)))))
###Description The game can be played by two, three, four, or six people. It is played on a board that is shaped like a six-pointed star with 121 holes for the pieces. Each point of the star has ten colored spheres and the goal of the game is to move all of one's pieces into the opposite point of the star. Players can move a piece to one adjacent hole, or can jump either their own or opponent's pieces. This does not result in capturing, and jumping is not mandatory. When fewer than six people play, players can play with only one color of pieces, but if two or three people play they can use more than one color, but each player must use an equal number of pieces. Six players occupy home regions (standard game). The game is played on a board of size 4. ###Ludii (game "Chinese Checkers" (players 6) (equipment {(board (hex Star 4)) (piece "Marker" Each) (regions "Home" P1 (expand origin:(coord row:0 column:4) steps:(- 4 1))) (regions "Home" P2 (expand origin:(coord row:4 column:(* 4 3)) steps:(- 4 1))) (regions "Home" P3 (expand origin:(coord row:(* 4 3) column:(* 4 4)) steps:(- 4 1))) (regions "Home" P4 (expand origin:(coord row:(* 4 4) column:(* 4 3)) steps:(- 4 1))) (regions "Home" P5 (expand origin:(coord row:(* 4 3) column:4) steps:(- 4 1))) (regions "Home" P6 (expand origin:(coord row:4 column:0) steps:(- 4 1))) (map {(pair 1 4) (pair 2 5) (pair 3 6) (pair 4 1) (pair 5 2) (pair 6 3)})}) (rules (start {(place "Marker1" (sites P1)) (place "Marker2" (sites P2)) (place "Marker3" (sites P3)) (place "Marker4" (sites P4)) (place "Marker5" (sites P5)) (place "Marker6" (sites P6))}) phases:{(phase "Movement" (play (forEach Piece (or (move Hop (from (from)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (from) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Step (to if:(and (is Empty (to)) (or (not (is In (from) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))))) (nextPhase (is Mover (next)) "MultiJump")) (phase "MultiJump" (play (or (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Pass))) (nextPhase (not (is Mover (next))) "Movement"))} (end (if (= (sites Occupied by:Mover) (sites (player (mapEntry (mover))))) (result Mover Win)))))
Play begins with an empty board. Black goes first. Players alternate turns. The game proceeds in two phases: Drop phase: Players place one cone per turn on any vacant cell on the special 9×5 centre area of the board. Players may not move a cone until all their cones have been placed. After the drop phase is completed, the conspirateurs scatter to hide in sanctuaries. A sanctuary may hold at most one man. The first to bring all his conspirateurs to sanctuary wins the game. Move phase: If a conspirateur starts the turn already on a sanctuary then it can’t move. Players move one man per turn to a vacant point one step in any direction orthogonally or diagonally, or players may leap over an adjacent man (friend or foe; and whether the jumpee is on a sanctuary or not) and land on the vacant point immediately beyond. Multiple leaps are allowed in a single turn: a man may continue to leap in any direction as long as there are jumps to be made, and may stop jumping at any point (leaps are not compulsory). A jumped man is not captured (there is no capturing in Conspirateurs). GAME END The game ends when a player brings all her conspirateurs to shelter holes (sanctuaries), thus winning the game
(game "Conspirateurs" (players 2) (equipment {(board (square 17)) (piece "Pawn" Each) (hand Each) (regions "Secret Meeting Place" (sites {106 107 108 109 110 111 112 113 114 123 124 125 126 127 128 129 130 131 140 141 142 143 144 145 146 147 148 157 158 159 160 161 162 163 164 165 174 175 176 177 178 179 180 181 182})) (regions "Sanctuaries" (sites {"A1" "B1" "D1" "F1" "H1" "J1" "L1" "N1" "P1" "Q1" "A2" "Q2" "A4" "Q4" "A6" "Q6" "A8" "Q8" "A9" "Q9" "A10" "Q10" "A12" "Q12" "A14" "Q14" "A16" "Q16" "A17" "B17" "D17" "F17" "H17" "I17" "J17" "L17" "L17" "N17" "P17" "Q17"}))}) (rules (start {(place "Pawn1" (handSite P1) count:21) (place "Pawn2" (handSite P2) count:21)}) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (forEach (sites "Secret Meeting Place") if:(is Empty (site)))))) (nextPhase (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site))))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites "Sanctuaries"))) (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to)))))))) (moveAgain)))) (move Pass)) (forEach Piece (if (not (is In (from) (sites "Sanctuaries"))) (or (move Hop (from (from)) (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites "Sanctuaries"))) (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to)))))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))))) (end (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites "Sanctuaries"))) (result Mover Win))))}))
###Description Play begins with an empty board. Black goes first. Players alternate turns. The game proceeds in two phases: Drop phase: Players place one cone per turn on any vacant cell on the special 9×5 centre area of the board. Players may not move a cone until all their cones have been placed. After the drop phase is completed, the conspirateurs scatter to hide in sanctuaries. A sanctuary may hold at most one man. The first to bring all his conspirateurs to sanctuary wins the game. Move phase: If a conspirateur starts the turn already on a sanctuary then it can’t move. Players move one man per turn to a vacant point one step in any direction orthogonally or diagonally, or players may leap over an adjacent man (friend or foe; and whether the jumpee is on a sanctuary or not) and land on the vacant point immediately beyond. Multiple leaps are allowed in a single turn: a man may continue to leap in any direction as long as there are jumps to be made, and may stop jumping at any point (leaps are not compulsory). A jumped man is not captured (there is no capturing in Conspirateurs). GAME END The game ends when a player brings all her conspirateurs to shelter holes (sanctuaries), thus winning the game ###Ludii (game "Conspirateurs" (players 2) (equipment {(board (square 17)) (piece "Pawn" Each) (hand Each) (regions "Secret Meeting Place" (sites {106 107 108 109 110 111 112 113 114 123 124 125 126 127 128 129 130 131 140 141 142 143 144 145 146 147 148 157 158 159 160 161 162 163 164 165 174 175 176 177 178 179 180 181 182})) (regions "Sanctuaries" (sites {"A1" "B1" "D1" "F1" "H1" "J1" "L1" "N1" "P1" "Q1" "A2" "Q2" "A4" "Q4" "A6" "Q6" "A8" "Q8" "A9" "Q9" "A10" "Q10" "A12" "Q12" "A14" "Q14" "A16" "Q16" "A17" "B17" "D17" "F17" "H17" "I17" "J17" "L17" "L17" "N17" "P17" "Q17"}))}) (rules (start {(place "Pawn1" (handSite P1) count:21) (place "Pawn2" (handSite P2) count:21)}) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (forEach (sites "Secret Meeting Place") if:(is Empty (site)))))) (nextPhase (and (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site))))) "Movement")) (phase "Movement" (play (if (is Prev Mover) (or (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites "Sanctuaries"))) (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to)))))))) (moveAgain)))) (move Pass)) (forEach Piece (if (not (is In (from) (sites "Sanctuaries"))) (or (move Hop (from (from)) (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (if (and (not (is In (last To) (sites "Sanctuaries"))) (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (is Empty (to)) (not (is Visited (to)))))))) (moveAgain)))) (move Step (to if:(is Empty (to))))))))) (end (if (all Sites (sites Occupied by:Mover) if:(is In (site) (sites "Sanctuaries"))) (result Mover Win))))}))
Initially, all pawns are placed on their starting positions in the outer sites of the circle. All pawns can move to an empty or enemy site adjacent to its position. Capture is mandatory. A pawn can never move to one of the starting positions of its owner. If a pawn is moving from a ring of the circle to another (except the outer ring), after moving, the player has to rotate the ring where moved the pawn. The game ends, when a player has no moves at its turn. The player with the most pieces on the starting positions of the opponent is winning.
(game "Gadis" (players 2) (equipment {(board (remove (concentric {0 0 12 12 12 24}) cells:{1})) (piece "Pawn" Each) (regions P1 {45 46 47 48 49 50 51 52 53 54 55 56}) (regions P2 {57 58 59 36 37 38 39 40 41 42 43 44}) (regions "FirstCircle" {24 25 26 27 28 29 30 31 32 33 34 35}) (regions "SecondCircle" {12 13 14 15 16 17 18 19 20 21 22 23}) (regions "ThirdCircle" {1 2 3 4 5 6 7 8 9 10 11})}) (rules (start {(place "Pawn1" (sites P1)) (place "Pawn2" (sites P2))}) (play (if (is Prev Mover) (if (is In (last To) (sites "FirstCircle")) (or (move Select (from 34) (to 33) (then (do (set Var (what at:34)) next:(and {(remove 34) (if (is Occupied 35) (move (from 35) (to 34))) (if (is Occupied 25) (move (from 25) (to 35))) (if (is Occupied 24) (move (from 24) (to 25))) (if (is Occupied 26) (move (from 26) (to 24))) (if (is Occupied 27) (move (from 27) (to 26))) (if (is Occupied 28) (move (from 28) (to 27))) (if (is Occupied 29) (move (from 29) (to 28))) (if (is Occupied 30) (move (from 30) (to 29))) (if (is Occupied 31) (move (from 31) (to 30))) (if (is Occupied 32) (move (from 32) (to 31))) (if (is Occupied 33) (move (from 33) (to 32))) (if (!= 0 (var)) (add (piece (var)) (to 33)))})))) (move Select (from 34) (to 35) (then (do (set Var (what at:34)) next:(and {(remove 34) (if (is Occupied 33) (move (from 33) (to 34))) (if (is Occupied 32) (move (from 32) (to 33))) (if (is Occupied 31) (move (from 31) (to 32))) (if (is Occupied 30) (move (from 30) (to 31))) (if (is Occupied 29) (move (from 29) (to 30))) (if (is Occupied 28) (move (from 28) (to 29))) (if (is Occupied 27) (move (from 27) (to 28))) (if (is Occupied 26) (move (from 26) (to 27))) (if (is Occupied 24) (move (from 24) (to 26))) (if (is Occupied 25) (move (from 25) (to 24))) (if (is Occupied 35) (move (from 35) (to 25))) (if (!= 0 (var)) (add (piece (var)) (to 35)))}))))) (if (is In (last To) (sites "SecondCircle")) (or (move Select (from 22) (to 21) (then (do (set Var (what at:22)) next:(and {(remove 22) (if (is Occupied 23) (move (from 23) (to 22))) (if (is Occupied 13) (move (from 13) (to 23))) (if (is Occupied 12) (move (from 12) (to 13))) (if (is Occupied 14) (move (from 14) (to 12))) (if (is Occupied 15) (move (from 15) (to 14))) (if (is Occupied 16) (move (from 16) (to 15))) (if (is Occupied 17) (move (from 17) (to 16))) (if (is Occupied 18) (move (from 18) (to 17))) (if (is Occupied 19) (move (from 19) (to 18))) (if (is Occupied 20) (move (from 20) (to 19))) (if (is Occupied 21) (move (from 21) (to 20))) (if (!= 0 (var)) (add (piece (var)) (to 21)))})))) (move Select (from 22) (to 23) (then (do (set Var (what at:22)) next:(and {(remove 22) (if (is Occupied 21) (move (from 21) (to 22))) (if (is Occupied 20) (move (from 20) (to 21))) (if (is Occupied 19) (move (from 19) (to 20))) (if (is Occupied 18) (move (from 18) (to 19))) (if (is Occupied 17) (move (from 17) (to 18))) (if (is Occupied 16) (move (from 16) (to 17))) (if (is Occupied 15) (move (from 15) (to 16))) (if (is Occupied 14) (move (from 14) (to 15))) (if (is Occupied 12) (move (from 12) (to 14))) (if (is Occupied 13) (move (from 13) (to 12))) (if (is Occupied 23) (move (from 23) (to 13))) (if (!= 0 (var)) (add (piece (var)) (to 23)))}))))) (if (is In (last To) (sites "ThirdCircle")) (or (move Select (from 10) (to 9) (then (do (set Var (what at:10)) next:(and {(remove 10) (if (is Occupied 11) (move (from 11) (to 10))) (if (is Occupied 1) (move (from 1) (to 11))) (if (is Occupied 0) (move (from 0) (to 1))) (if (is Occupied 2) (move (from 2) (to 0))) (if (is Occupied 3) (move (from 3) (to 2))) (if (is Occupied 4) (move (from 4) (to 3))) (if (is Occupied 5) (move (from 5) (to 4))) (if (is Occupied 6) (move (from 6) (to 5))) (if (is Occupied 7) (move (from 7) (to 6))) (if (is Occupied 8) (move (from 8) (to 7))) (if (is Occupied 9) (move (from 9) (to 8))) (if (!= 0 (var)) (add (piece (var)) (to 9)))})))) (move Select (from 10) (to 11) (then (do (set Var (what at:10)) next:(and {(remove 10) (if (is Occupied 9) (move (from 9) (to 10))) (if (is Occupied 8) (move (from 8) (to 9))) (if (is Occupied 7) (move (from 7) (to 8))) (if (is Occupied 6) (move (from 6) (to 7))) (if (is Occupied 5) (move (from 5) (to 6))) (if (is Occupied 4) (move (from 4) (to 5))) (if (is Occupied 3) (move (from 3) (to 4))) (if (is Occupied 2) (move (from 2) (to 3))) (if (is Occupied 0) (move (from 0) (to 2))) (if (is Occupied 1) (move (from 1) (to 0))) (if (is Occupied 11) (move (from 11) (to 1))) (if (!= 0 (var)) (add (piece (var)) (to 11)))})))))))) (priority {(forEach Piece (move Step (from if:(not (is In (from) (sites Next)))) Orthogonal (to if:(and (is Enemy (who at:(to))) (not (is In (to) (sites Outer)))) (apply (remove (to)))))) (forEach Piece (move Step (from if:(not (is In (from) (sites Next)))) Orthogonal (to if:(and (is Empty (to)) (not (is In (to) (sites Mover)))))))} (then (if (or {(and (is In (last From) (union (sites "SecondCircle") (sites Outer))) (is In (last To) (sites "FirstCircle"))) (and (is In (last From) (union (sites "FirstCircle") (sites "ThirdCircle"))) (is In (last To) (sites "SecondCircle"))) (and (is In (last From) (sites "SecondCircle")) (is In (last To) (sites "ThirdCircle")))}) (moveAgain)))))) (end {(if (no Moves Next) (byScore {(score P1 (count Sites in:(intersection (sites Occupied by:P1) (if (= (id P1) 1) (sites P2) (sites P1))))) (score P2 (count Sites in:(intersection (sites Occupied by:P2) (if (= (id P2) 1) (sites P2) (sites P1)))))}))})))
###Description Initially, all pawns are placed on their starting positions in the outer sites of the circle. All pawns can move to an empty or enemy site adjacent to its position. Capture is mandatory. A pawn can never move to one of the starting positions of its owner. If a pawn is moving from a ring of the circle to another (except the outer ring), after moving, the player has to rotate the ring where moved the pawn. The game ends, when a player has no moves at its turn. The player with the most pieces on the starting positions of the opponent is winning. ###Ludii (game "Gadis" (players 2) (equipment {(board (remove (concentric {0 0 12 12 12 24}) cells:{1})) (piece "Pawn" Each) (regions P1 {45 46 47 48 49 50 51 52 53 54 55 56}) (regions P2 {57 58 59 36 37 38 39 40 41 42 43 44}) (regions "FirstCircle" {24 25 26 27 28 29 30 31 32 33 34 35}) (regions "SecondCircle" {12 13 14 15 16 17 18 19 20 21 22 23}) (regions "ThirdCircle" {1 2 3 4 5 6 7 8 9 10 11})}) (rules (start {(place "Pawn1" (sites P1)) (place "Pawn2" (sites P2))}) (play (if (is Prev Mover) (if (is In (last To) (sites "FirstCircle")) (or (move Select (from 34) (to 33) (then (do (set Var (what at:34)) next:(and {(remove 34) (if (is Occupied 35) (move (from 35) (to 34))) (if (is Occupied 25) (move (from 25) (to 35))) (if (is Occupied 24) (move (from 24) (to 25))) (if (is Occupied 26) (move (from 26) (to 24))) (if (is Occupied 27) (move (from 27) (to 26))) (if (is Occupied 28) (move (from 28) (to 27))) (if (is Occupied 29) (move (from 29) (to 28))) (if (is Occupied 30) (move (from 30) (to 29))) (if (is Occupied 31) (move (from 31) (to 30))) (if (is Occupied 32) (move (from 32) (to 31))) (if (is Occupied 33) (move (from 33) (to 32))) (if (!= 0 (var)) (add (piece (var)) (to 33)))})))) (move Select (from 34) (to 35) (then (do (set Var (what at:34)) next:(and {(remove 34) (if (is Occupied 33) (move (from 33) (to 34))) (if (is Occupied 32) (move (from 32) (to 33))) (if (is Occupied 31) (move (from 31) (to 32))) (if (is Occupied 30) (move (from 30) (to 31))) (if (is Occupied 29) (move (from 29) (to 30))) (if (is Occupied 28) (move (from 28) (to 29))) (if (is Occupied 27) (move (from 27) (to 28))) (if (is Occupied 26) (move (from 26) (to 27))) (if (is Occupied 24) (move (from 24) (to 26))) (if (is Occupied 25) (move (from 25) (to 24))) (if (is Occupied 35) (move (from 35) (to 25))) (if (!= 0 (var)) (add (piece (var)) (to 35)))}))))) (if (is In (last To) (sites "SecondCircle")) (or (move Select (from 22) (to 21) (then (do (set Var (what at:22)) next:(and {(remove 22) (if (is Occupied 23) (move (from 23) (to 22))) (if (is Occupied 13) (move (from 13) (to 23))) (if (is Occupied 12) (move (from 12) (to 13))) (if (is Occupied 14) (move (from 14) (to 12))) (if (is Occupied 15) (move (from 15) (to 14))) (if (is Occupied 16) (move (from 16) (to 15))) (if (is Occupied 17) (move (from 17) (to 16))) (if (is Occupied 18) (move (from 18) (to 17))) (if (is Occupied 19) (move (from 19) (to 18))) (if (is Occupied 20) (move (from 20) (to 19))) (if (is Occupied 21) (move (from 21) (to 20))) (if (!= 0 (var)) (add (piece (var)) (to 21)))})))) (move Select (from 22) (to 23) (then (do (set Var (what at:22)) next:(and {(remove 22) (if (is Occupied 21) (move (from 21) (to 22))) (if (is Occupied 20) (move (from 20) (to 21))) (if (is Occupied 19) (move (from 19) (to 20))) (if (is Occupied 18) (move (from 18) (to 19))) (if (is Occupied 17) (move (from 17) (to 18))) (if (is Occupied 16) (move (from 16) (to 17))) (if (is Occupied 15) (move (from 15) (to 16))) (if (is Occupied 14) (move (from 14) (to 15))) (if (is Occupied 12) (move (from 12) (to 14))) (if (is Occupied 13) (move (from 13) (to 12))) (if (is Occupied 23) (move (from 23) (to 13))) (if (!= 0 (var)) (add (piece (var)) (to 23)))}))))) (if (is In (last To) (sites "ThirdCircle")) (or (move Select (from 10) (to 9) (then (do (set Var (what at:10)) next:(and {(remove 10) (if (is Occupied 11) (move (from 11) (to 10))) (if (is Occupied 1) (move (from 1) (to 11))) (if (is Occupied 0) (move (from 0) (to 1))) (if (is Occupied 2) (move (from 2) (to 0))) (if (is Occupied 3) (move (from 3) (to 2))) (if (is Occupied 4) (move (from 4) (to 3))) (if (is Occupied 5) (move (from 5) (to 4))) (if (is Occupied 6) (move (from 6) (to 5))) (if (is Occupied 7) (move (from 7) (to 6))) (if (is Occupied 8) (move (from 8) (to 7))) (if (is Occupied 9) (move (from 9) (to 8))) (if (!= 0 (var)) (add (piece (var)) (to 9)))})))) (move Select (from 10) (to 11) (then (do (set Var (what at:10)) next:(and {(remove 10) (if (is Occupied 9) (move (from 9) (to 10))) (if (is Occupied 8) (move (from 8) (to 9))) (if (is Occupied 7) (move (from 7) (to 8))) (if (is Occupied 6) (move (from 6) (to 7))) (if (is Occupied 5) (move (from 5) (to 6))) (if (is Occupied 4) (move (from 4) (to 5))) (if (is Occupied 3) (move (from 3) (to 4))) (if (is Occupied 2) (move (from 2) (to 3))) (if (is Occupied 0) (move (from 0) (to 2))) (if (is Occupied 1) (move (from 1) (to 0))) (if (is Occupied 11) (move (from 11) (to 1))) (if (!= 0 (var)) (add (piece (var)) (to 11)))})))))))) (priority {(forEach Piece (move Step (from if:(not (is In (from) (sites Next)))) Orthogonal (to if:(and (is Enemy (who at:(to))) (not (is In (to) (sites Outer)))) (apply (remove (to)))))) (forEach Piece (move Step (from if:(not (is In (from) (sites Next)))) Orthogonal (to if:(and (is Empty (to)) (not (is In (to) (sites Mover)))))))} (then (if (or {(and (is In (last From) (union (sites "SecondCircle") (sites Outer))) (is In (last To) (sites "FirstCircle"))) (and (is In (last From) (union (sites "FirstCircle") (sites "ThirdCircle"))) (is In (last To) (sites "SecondCircle"))) (and (is In (last From) (sites "SecondCircle")) (is In (last To) (sites "ThirdCircle")))}) (moveAgain)))))) (end {(if (no Moves Next) (byScore {(score P1 (count Sites in:(intersection (sites Occupied by:P1) (if (= (id P1) 1) (sites P2) (sites P1))))) (score P2 (count Sites in:(intersection (sites Occupied by:P2) (if (= (id P2) 1) (sites P2) (sites P1)))))}))})))
The rules are the same as for Halma. Pieces move one space orthogonally or diagonally. They may jump over a piece of any color. Multiple jumps in one turn are possible. Jumps do not capture. The player who first places all of their pieces in the opponent's starting position wins. The game is played on a board 8x8.
(game "Grasshopper" (players 2) (equipment {(board (square 8)) (piece "Counter" Each) (regions "Home" P1 (expand origin:(coord "A1") steps:3 Orthogonal)) (regions "Home" P2 (expand origin:(coord "H8") steps:3 Orthogonal)) (map {(pair P1 P2) (pair P2 P1)})}) (rules (start {(place "Counter1" (sites P1)) (place "Counter2" (sites P2))}) phases:{(phase "Movement" (play (forEach Piece (or (move Hop (from (from)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (from) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Step (to if:(and (is Empty (to)) (or (not (is In (from) (sites Next))) (is In (to) (sites Next))))))))) (nextPhase (is Mover (next)) "MultiJump")) (phase "MultiJump" (play (or (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Pass))) (nextPhase (not (is Mover (next))) "Movement"))} (end (if (= (sites Occupied by:Mover) (sites (player (mapEntry (mover))))) (result Mover Win)))))
###Description The rules are the same as for Halma. Pieces move one space orthogonally or diagonally. They may jump over a piece of any color. Multiple jumps in one turn are possible. Jumps do not capture. The player who first places all of their pieces in the opponent's starting position wins. The game is played on a board 8x8. ###Ludii (game "Grasshopper" (players 2) (equipment {(board (square 8)) (piece "Counter" Each) (regions "Home" P1 (expand origin:(coord "A1") steps:3 Orthogonal)) (regions "Home" P2 (expand origin:(coord "H8") steps:3 Orthogonal)) (map {(pair P1 P2) (pair P2 P1)})}) (rules (start {(place "Counter1" (sites P1)) (place "Counter2" (sites P2))}) phases:{(phase "Movement" (play (forEach Piece (or (move Hop (from (from)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (from) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Step (to if:(and (is Empty (to)) (or (not (is In (from) (sites Next))) (is In (to) (sites Next))))))))) (nextPhase (is Mover (next)) "MultiJump")) (phase "MultiJump" (play (or (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Pass))) (nextPhase (not (is Mover (next))) "Movement"))} (end (if (= (sites Occupied by:Mover) (sites (player (mapEntry (mover))))) (result Mover Win)))))
Played on a 16x16 checkered board. Can be played with two or four players. It is played with nineteen pieces for a two-player game, thirteen for a four-player game. The pieces begin play in opposing corners of the board, called the "camp." Pieces can move in any direction to an adjacent square. Players can also jump any adjacent piece, including the player's own. Jumping does not capture. Multiple jumps in one turn by the same piece are allowed. The goal is to move all of one's pieces into the opposing player's camp. Once a piece has moved into the camp, it cannot leave. The version of the game played with 2 players. The game is played on a 16x16 board.
(game "Halma" (players 2) (equipment {(board (square 16)) (piece "Counter" Each) (regions "Home" P1 (difference (expand (intersection (sites Bottom) (sites Right)) steps:(+ 1 (/ 16 4)) Orthogonal) (sites {(ahead (coord row:0 column:(- 16 1)) steps:(+ 1 (/ 16 4)) N) (ahead (coord row:0 column:(- 16 1)) steps:(+ 1 (/ 16 4)) W)}))) (regions "Home" P2 (difference (expand (intersection (sites Top) (sites Left)) steps:(+ 1 (/ 16 4)) Orthogonal) (sites {(ahead (coord row:(- 16 1) column:0) steps:(+ 1 (/ 16 4)) E) (ahead (coord row:(- 16 1) column:0) steps:(+ 1 (/ 16 4)) S)}))) (map {(pair P1 P2) (pair P2 P1)})}) (rules (start {(place "Counter1" (sites P1)) (place "Counter2" (sites P2))}) phases:{(phase "Movement" (play (forEach Piece (or (move Hop (from (from)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (from) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Step (to if:(and (is Empty (to)) (or (not (is In (from) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))))) (nextPhase (is Mover (next)) "MultiJump")) (phase "MultiJump" (play (or (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Pass))) (nextPhase (not (is Mover (next))) "Movement"))} (end (if (= (sites Occupied by:Mover) (sites (player (mapEntry (mover))))) (result Mover Win)))))
###Description Played on a 16x16 checkered board. Can be played with two or four players. It is played with nineteen pieces for a two-player game, thirteen for a four-player game. The pieces begin play in opposing corners of the board, called the "camp." Pieces can move in any direction to an adjacent square. Players can also jump any adjacent piece, including the player's own. Jumping does not capture. Multiple jumps in one turn by the same piece are allowed. The goal is to move all of one's pieces into the opposing player's camp. Once a piece has moved into the camp, it cannot leave. The version of the game played with 2 players. The game is played on a 16x16 board. ###Ludii (game "Halma" (players 2) (equipment {(board (square 16)) (piece "Counter" Each) (regions "Home" P1 (difference (expand (intersection (sites Bottom) (sites Right)) steps:(+ 1 (/ 16 4)) Orthogonal) (sites {(ahead (coord row:0 column:(- 16 1)) steps:(+ 1 (/ 16 4)) N) (ahead (coord row:0 column:(- 16 1)) steps:(+ 1 (/ 16 4)) W)}))) (regions "Home" P2 (difference (expand (intersection (sites Top) (sites Left)) steps:(+ 1 (/ 16 4)) Orthogonal) (sites {(ahead (coord row:(- 16 1) column:0) steps:(+ 1 (/ 16 4)) E) (ahead (coord row:(- 16 1) column:0) steps:(+ 1 (/ 16 4)) S)}))) (map {(pair P1 P2) (pair P2 P1)})}) (rules (start {(place "Counter1" (sites P1)) (place "Counter2" (sites P2))}) phases:{(phase "Movement" (play (forEach Piece (or (move Hop (from (from)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (from) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Step (to if:(and (is Empty (to)) (or (not (is In (from) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))))) (nextPhase (is Mover (next)) "MultiJump")) (phase "MultiJump" (play (or (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))) (then (if (can Move (move Hop (from (last To)) (between if:(is Occupied (between))) (to if:(and (and (is Empty (to)) (not (is Visited (to)))) (or (not (is In (last To) (sites (player (mapEntry (mover)))))) (is In (to) (sites (player (mapEntry (mover)))))))))) (moveAgain)))) (move Pass))) (nextPhase (not (is Mover (next))) "Movement"))} (end (if (= (sites Occupied by:Mover) (sites (player (mapEntry (mover))))) (result Mover Win)))))
The game is played on a board with ten round pits arranged in a circle. Each player owns the semicircle closest to him. The game requires ten seeds and one standard six-faced die. At the start of the game, each pit contains one seed. During their turn, a player rolls a die. He then chooses one of his nonempty pits to sow. They take one seed from the sown pit, and move it counterclockwise according to the die value rolled. Then, they must roll to move each remaining seed from the sown pit. The turn only ends once the sown pit is empty. So, for example, if a player chooses to sow a pit with 4 seeds after his initial roll, 3 additional rolls will be needed. A player wins when all ten seeds are on their part of the board at the end of their turn.
(game "Lelac" (players 2) (equipment {(board (concentric {0 10}) (track "Track" {0 1 2 3 4 5 6 7 8 9} loop:True) use:Vertex) (piece "Square" Shared) (dice d:6 num:1) (regions P1 (expand (sites Bottom) steps:2)) (regions P2 (expand (sites Top) steps:2))}) (rules (start (set Count 1 to:(sites Board))) (play (do (roll) next:(move (from (if (is Prev Mover) (sites {(last From)}) (forEach (sites Mover) if:(is Occupied (site))))) (to (trackSite Move from:(from) steps:(count Pips))) (then (if (is Occupied (last From)) (moveAgain)))))) (end (forEach Player if:(all Sites (sites Player) if:(and (is Next Player) (is Empty (site)))) (result Player Loss)))))
###Description The game is played on a board with ten round pits arranged in a circle. Each player owns the semicircle closest to him. The game requires ten seeds and one standard six-faced die. At the start of the game, each pit contains one seed. During their turn, a player rolls a die. He then chooses one of his nonempty pits to sow. They take one seed from the sown pit, and move it counterclockwise according to the die value rolled. Then, they must roll to move each remaining seed from the sown pit. The turn only ends once the sown pit is empty. So, for example, if a player chooses to sow a pit with 4 seeds after his initial roll, 3 additional rolls will be needed. A player wins when all ten seeds are on their part of the board at the end of their turn. ###Ludii (game "Lelac" (players 2) (equipment {(board (concentric {0 10}) (track "Track" {0 1 2 3 4 5 6 7 8 9} loop:True) use:Vertex) (piece "Square" Shared) (dice d:6 num:1) (regions P1 (expand (sites Bottom) steps:2)) (regions P2 (expand (sites Top) steps:2))}) (rules (start (set Count 1 to:(sites Board))) (play (do (roll) next:(move (from (if (is Prev Mover) (sites {(last From)}) (forEach (sites Mover) if:(is Occupied (site))))) (to (trackSite Move from:(from) steps:(count Pips))) (then (if (is Occupied (last From)) (moveAgain)))))) (end (forEach Player if:(all Sites (sites Player) if:(and (is Next Player) (is Empty (site)))) (result Player Loss)))))
Played on a 4x4 grid. Each player has seven pieces, placed on the intersections of the lines, five on the back row and one on each outer intersection of the second line. Pieces are moved diagonally across the squares. The object is to place one's pieces in the opponent's starting position. The first player to do so wins.
(game "O-Pat-Kono" (players 2) (equipment {(board (rectangle 5 5) use:Vertex) (piece "Marker" Each (move Step Diagonal (to if:(is Empty (to))))) (regions "Home" P1 (union (sites Bottom) (sites {"A2" "E2"}))) (regions "Home" P2 (union (sites Top) (sites {"A4" "E4"})))}) (rules (start {(place "Marker1" (sites P1)) (place "Marker2" (sites P2))}) (play (forEach Piece)) (end (if (= (sites Occupied by:Mover) (sites Next)) (result Mover Win)))))
###Description Played on a 4x4 grid. Each player has seven pieces, placed on the intersections of the lines, five on the back row and one on each outer intersection of the second line. Pieces are moved diagonally across the squares. The object is to place one's pieces in the opponent's starting position. The first player to do so wins. ###Ludii (game "O-Pat-Kono" (players 2) (equipment {(board (rectangle 5 5) use:Vertex) (piece "Marker" Each (move Step Diagonal (to if:(is Empty (to))))) (regions "Home" P1 (union (sites Bottom) (sites {"A2" "E2"}))) (regions "Home" P2 (union (sites Top) (sites {"A4" "E4"})))}) (rules (start {(place "Marker1" (sites P1)) (place "Marker2" (sites P2))}) (play (forEach Piece)) (end (if (= (sites Occupied by:Mover) (sites Next)) (result Mover Win)))))
Players alternate moving their pieces forward or backward diagonally. A piece may also jump over one adjacent piece of the opponent diagonally forward. This does not capture the opponent's piece. Jumps are compulsory. A player cannot block the other player's pieces such that he or she cannot perform a legal move. The player that can first bring each of their pieces seven rows forward is the winner. The pieces must retain their original order in each row.
(game "Salta" (players 2) (equipment {(board (square 10)) (piece "Salta1Dot" Each) (piece "Salta2Dot" Each) (piece "Salta3Dot" Each) (piece "Salta4Dot" Each) (piece "Salta5Dot" Each) (piece "Salta1Moon" Each) (piece "Salta2Moon" Each) (piece "Salta3Moon" Each) (piece "Salta4Moon" Each) (piece "Salta5Moon" Each) (piece "Salta1Star" Each) (piece "Salta2Star" Each) (piece "Salta3Star" Each) (piece "Salta4Star" Each) (piece "Salta5Star" Each)}) (rules (start {(place "Salta1Star1" coord:"A1") (place "Salta2Star1" coord:"C1") (place "Salta3Star1" coord:"E1") (place "Salta4Star1" coord:"G1") (place "Salta5Star1" coord:"I1") (place "Salta1Moon1" coord:"B2") (place "Salta2Moon1" coord:"D2") (place "Salta3Moon1" coord:"F2") (place "Salta4Moon1" coord:"H2") (place "Salta5Moon1" coord:"J2") (place "Salta1Dot1" coord:"A3") (place "Salta2Dot1" coord:"C3") (place "Salta3Dot1" coord:"E3") (place "Salta4Dot1" coord:"G3") (place "Salta5Dot1" coord:"I3") (place "Salta1Star2" coord:"J10") (place "Salta2Star2" coord:"H10") (place "Salta3Star2" coord:"F10") (place "Salta4Star2" coord:"D10") (place "Salta5Star2" coord:"B10") (place "Salta1Moon2" coord:"I9") (place "Salta2Moon2" coord:"G9") (place "Salta3Moon2" coord:"E9") (place "Salta4Moon2" coord:"C9") (place "Salta5Moon2" coord:"A9") (place "Salta1Dot2" coord:"J8") (place "Salta2Dot2" coord:"H8") (place "Salta3Dot2" coord:"F8") (place "Salta4Dot2" coord:"D8") (place "Salta5Dot2" coord:"B8")}) (play (if (is Prev Mover) (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between)))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between)))) (to if:(and (is Empty (to)) (not (is Visited (to))))))) (moveAgain)))) (priority {(forEach Piece (move Hop (from (from)) Diagonal (between if:(is Enemy (who at:(between)))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between)))) (to if:(and (is Empty (to)) (not (is Visited (to))))))) (moveAgain))))) (forEach Piece (move Step Diagonal (to if:(is Empty (to)))))}))) (end {(if (and {(= (what at:(coord "J10")) (id "Salta1Star" P1)) (= (what at:(coord "H10")) (id "Salta2Star" P1)) (= (what at:(coord "F10")) (id "Salta3Star" P1)) (= (what at:(coord "D10")) (id "Salta4Star" P1)) (= (what at:(coord "B10")) (id "Salta5Star" P1)) (= (what at:(coord "I9")) (id "Salta1Moon" P1)) (= (what at:(coord "G9")) (id "Salta2Moon" P1)) (= (what at:(coord "E9")) (id "Salta3Moon" P1)) (= (what at:(coord "C9")) (id "Salta4Moon" P1)) (= (what at:(coord "A9")) (id "Salta5Moon" P1)) (= (what at:(coord "J8")) (id "Salta1Dot" P1)) (= (what at:(coord "H8")) (id "Salta2Dot" P1)) (= (what at:(coord "F8")) (id "Salta3Dot" P1)) (= (what at:(coord "D8")) (id "Salta4Dot" P1)) (= (what at:(coord "B8")) (id "Salta5Dot" P1))}) (result P1 Win)) (if (and {(= (what at:(coord "A1")) (id "Salta1Star" P2)) (= (what at:(coord "C1")) (id "Salta2Star" P2)) (= (what at:(coord "E1")) (id "Salta3Star" P2)) (= (what at:(coord "G1")) (id "Salta4Star" P2)) (= (what at:(coord "I1")) (id "Salta5Star" P2)) (= (what at:(coord "B2")) (id "Salta1Moon" P2)) (= (what at:(coord "D2")) (id "Salta2Moon" P2)) (= (what at:(coord "F2")) (id "Salta3Moon" P2)) (= (what at:(coord "H2")) (id "Salta4Moon" P2)) (= (what at:(coord "J2")) (id "Salta5Moon" P2)) (= (what at:(coord "A3")) (id "Salta1Dot" P2)) (= (what at:(coord "C3")) (id "Salta2Dot" P2)) (= (what at:(coord "E3")) (id "Salta3Dot" P2)) (= (what at:(coord "G3")) (id "Salta4Dot" P2)) (= (what at:(coord "I3")) (id "Salta5Dot" P2))}) (result P2 Win))})))
###Description Players alternate moving their pieces forward or backward diagonally. A piece may also jump over one adjacent piece of the opponent diagonally forward. This does not capture the opponent's piece. Jumps are compulsory. A player cannot block the other player's pieces such that he or she cannot perform a legal move. The player that can first bring each of their pieces seven rows forward is the winner. The pieces must retain their original order in each row. ###Ludii (game "Salta" (players 2) (equipment {(board (square 10)) (piece "Salta1Dot" Each) (piece "Salta2Dot" Each) (piece "Salta3Dot" Each) (piece "Salta4Dot" Each) (piece "Salta5Dot" Each) (piece "Salta1Moon" Each) (piece "Salta2Moon" Each) (piece "Salta3Moon" Each) (piece "Salta4Moon" Each) (piece "Salta5Moon" Each) (piece "Salta1Star" Each) (piece "Salta2Star" Each) (piece "Salta3Star" Each) (piece "Salta4Star" Each) (piece "Salta5Star" Each)}) (rules (start {(place "Salta1Star1" coord:"A1") (place "Salta2Star1" coord:"C1") (place "Salta3Star1" coord:"E1") (place "Salta4Star1" coord:"G1") (place "Salta5Star1" coord:"I1") (place "Salta1Moon1" coord:"B2") (place "Salta2Moon1" coord:"D2") (place "Salta3Moon1" coord:"F2") (place "Salta4Moon1" coord:"H2") (place "Salta5Moon1" coord:"J2") (place "Salta1Dot1" coord:"A3") (place "Salta2Dot1" coord:"C3") (place "Salta3Dot1" coord:"E3") (place "Salta4Dot1" coord:"G3") (place "Salta5Dot1" coord:"I3") (place "Salta1Star2" coord:"J10") (place "Salta2Star2" coord:"H10") (place "Salta3Star2" coord:"F10") (place "Salta4Star2" coord:"D10") (place "Salta5Star2" coord:"B10") (place "Salta1Moon2" coord:"I9") (place "Salta2Moon2" coord:"G9") (place "Salta3Moon2" coord:"E9") (place "Salta4Moon2" coord:"C9") (place "Salta5Moon2" coord:"A9") (place "Salta1Dot2" coord:"J8") (place "Salta2Dot2" coord:"H8") (place "Salta3Dot2" coord:"F8") (place "Salta4Dot2" coord:"D8") (place "Salta5Dot2" coord:"B8")}) (play (if (is Prev Mover) (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between)))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between)))) (to if:(and (is Empty (to)) (not (is Visited (to))))))) (moveAgain)))) (priority {(forEach Piece (move Hop (from (from)) Diagonal (between if:(is Enemy (who at:(between)))) (to if:(and (is Empty (to)) (not (is Visited (to))))) (then (if (can Move (move Hop (from (last To)) Diagonal (between if:(is Enemy (who at:(between)))) (to if:(and (is Empty (to)) (not (is Visited (to))))))) (moveAgain))))) (forEach Piece (move Step Diagonal (to if:(is Empty (to)))))}))) (end {(if (and {(= (what at:(coord "J10")) (id "Salta1Star" P1)) (= (what at:(coord "H10")) (id "Salta2Star" P1)) (= (what at:(coord "F10")) (id "Salta3Star" P1)) (= (what at:(coord "D10")) (id "Salta4Star" P1)) (= (what at:(coord "B10")) (id "Salta5Star" P1)) (= (what at:(coord "I9")) (id "Salta1Moon" P1)) (= (what at:(coord "G9")) (id "Salta2Moon" P1)) (= (what at:(coord "E9")) (id "Salta3Moon" P1)) (= (what at:(coord "C9")) (id "Salta4Moon" P1)) (= (what at:(coord "A9")) (id "Salta5Moon" P1)) (= (what at:(coord "J8")) (id "Salta1Dot" P1)) (= (what at:(coord "H8")) (id "Salta2Dot" P1)) (= (what at:(coord "F8")) (id "Salta3Dot" P1)) (= (what at:(coord "D8")) (id "Salta4Dot" P1)) (= (what at:(coord "B8")) (id "Salta5Dot" P1))}) (result P1 Win)) (if (and {(= (what at:(coord "A1")) (id "Salta1Star" P2)) (= (what at:(coord "C1")) (id "Salta2Star" P2)) (= (what at:(coord "E1")) (id "Salta3Star" P2)) (= (what at:(coord "G1")) (id "Salta4Star" P2)) (= (what at:(coord "I1")) (id "Salta5Star" P2)) (= (what at:(coord "B2")) (id "Salta1Moon" P2)) (= (what at:(coord "D2")) (id "Salta2Moon" P2)) (= (what at:(coord "F2")) (id "Salta3Moon" P2)) (= (what at:(coord "H2")) (id "Salta4Moon" P2)) (= (what at:(coord "J2")) (id "Salta5Moon" P2)) (= (what at:(coord "A3")) (id "Salta1Dot" P2)) (= (what at:(coord "C3")) (id "Salta2Dot" P2)) (= (what at:(coord "E3")) (id "Salta3Dot" P2)) (= (what at:(coord "G3")) (id "Salta4Dot" P2)) (= (what at:(coord "I3")) (id "Salta5Dot" P2))}) (result P2 Win))})))
5x5 intersecting lines. Two triangles on opposite sides of the square, with the apex intersecting with the midpoint of opposite sides. A line is drawn from the apex , bisecting the base, and another line bisecting this one and the opposite two sides of the triangle. Lines are drawn through the apex, extending the sides of the triangle to the midpoint of the adjacent side. Sixteen pieces per player, which begin on the points of the board closes to the player. Players alternate turns moving a piece to an empty adjacent spot orthogonally or diagonally, even when there are not lines connecting the adjacent points. A player's piece may hop over an opponent's piece to an empty space immediately on the opposite side of it to capture it. The player who occupies all of the points in the opponent's triangle wins.
(game "Shanzak Kammar" (players 2) (equipment {(board (add (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) edges:{{5 1} {1 7} {7 3} {3 9} {13 9} {7 13} {11 5} {15 11} {11 17} {7 11} {17 13} {13 19} {23 19} {23 17} {17 21} {15 21}}) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (regions "Goal" P1 (expand (sites Top))) (regions "Goal" P2 (expand (sites Bottom)))}) (rules (start {(place "Marker1" (expand (sites Bottom) steps:3)) (place "Marker2" (expand (sites Top) steps:3))}) (play (forEach Piece)) (end (if (= 6 (count Pieces Mover in:(sites Mover "Goal"))) (result Mover Win)))))
###Description 5x5 intersecting lines. Two triangles on opposite sides of the square, with the apex intersecting with the midpoint of opposite sides. A line is drawn from the apex , bisecting the base, and another line bisecting this one and the opposite two sides of the triangle. Lines are drawn through the apex, extending the sides of the triangle to the midpoint of the adjacent side. Sixteen pieces per player, which begin on the points of the board closes to the player. Players alternate turns moving a piece to an empty adjacent spot orthogonally or diagonally, even when there are not lines connecting the adjacent points. A player's piece may hop over an opponent's piece to an empty space immediately on the opposite side of it to capture it. The player who occupies all of the points in the opponent's triangle wins. ###Ludii (game "Shanzak Kammar" (players 2) (equipment {(board (add (merge {(square 5 diagonals:Alternating) (shift 0 4 (rotate 180 (wedge 3))) (shift 0 -2 (wedge 3))}) edges:{{5 1} {1 7} {7 3} {3 9} {13 9} {7 13} {11 5} {15 11} {11 17} {7 11} {17 13} {13 19} {23 19} {23 17} {17 21} {15 21}}) use:Vertex) (piece "Marker" Each (or (move Step (to if:(is Empty (to)))) (move Hop (between if:(is Enemy (who at:(between))) (apply (remove (between)))) (to if:(is Empty (to)))))) (regions "Goal" P1 (expand (sites Top))) (regions "Goal" P2 (expand (sites Bottom)))}) (rules (start {(place "Marker1" (expand (sites Bottom) steps:3)) (place "Marker2" (expand (sites Top) steps:3))}) (play (forEach Piece)) (end (if (= 6 (count Pieces Mover in:(sites Mover "Goal"))) (result Mover Win)))))
4x12 board. Twelve pieces per player. Pieces begin in the outer rows of the board. Four sticks serve as dice, painted on one side and blank on the other. The throws are as follows: one blank side up = 2; two blank sides up = 0; three blank sides up = 0; four blank sides up = 8; four painted sides up = 12. Throws of 2, 8, and 12 give the player another throw. Players must use each throw to move a piece. They may only subdivide a throw in half to move two pieces, otherwise they must use one full throw to move a piece. The first move for each piece must be a throw of 2. This can be divided into two throws of 1 to move two pieces. Play moves from left to right in the player's home row, from right to left in the second row, left to right in the third row, and right to left in the opponent's home row. When a piece enters the opponent's home row, it can no longer move. When a player's piece lands on a space occupied by an opponent's piece, the opponent's piece is captured. A player may not land on the same space as another of the player's pieces. The player which fills up the most of the opponent's home row wins.
(game "Tablan" (players 2) (equipment {(board (rectangle 4 12) {(track "Track1" "0,E,N1,W,N1,E,N1,W" P1 directed:True) (track "Track2" "47,W,S1,E,S1,W,S1,E" P2 directed:True)} use:Vertex) (piece "Stick" Each (if (and (not (is In (from) (sites Next "Home"))) (!= 0 (mapEntry "Throw" (count Pips)))) (or (if (not (= 1 (var))) (move (from (from) if:(if (= (state at:(from)) 1) True (= 2 (mapEntry "Throw" (count Pips))))) (to (trackSite Move steps:(mapEntry "Throw" (count Pips))) if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to))))) (then (if (not (= (state at:(last To)) 1)) (set State at:(last To) 1))))) (move (from (from) if:(if (= (state at:(from)) 1) True (= 2 (mapEntry "Throw" (count Pips))))) (to (trackSite Move steps:(/ (mapEntry "Throw" (count Pips)) 2)) if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to))))) (then (and (if (not (= (state at:(last To)) 1)) (set State at:(last To) 1)) (if (not (= 1 (var))) (and (set Var 1) (moveAgain)) (set Var 0)))))))) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (map "Throw" {(pair 0 8) (pair 1 0) (pair 2 0) (pair 3 2) (pair 4 12)}) (dice d:2 from:0 num:4)}) (rules (start {(place "Stick1" (sites Bottom)) (place "Stick2" (sites Top))}) (play (do (if (not (= 1 (var))) (roll)) next:(if (can Move (forEach Piece)) (forEach Piece) (move Pass (then (set Var 0)))) (then (if (is In (mapEntry "Throw" (count Pips)) (sites {2 8 12})) (moveAgain))))) (end (if (and (= 0 (count Sites in:(forEach (sites Occupied by:P1) if:(not (is In (site) (sites P2 "Home")))))) (= 0 (count Sites in:(forEach (sites Occupied by:P2) if:(not (is In (site) (sites P1 "Home"))))))) (byScore {(score P1 (count Sites in:(forEach (sites P2 "Home") if:(= (who at:(site)) P1)))) (score P2 (count Sites in:(forEach (sites P1 "Home") if:(= (who at:(site)) P2))))})))))
###Description 4x12 board. Twelve pieces per player. Pieces begin in the outer rows of the board. Four sticks serve as dice, painted on one side and blank on the other. The throws are as follows: one blank side up = 2; two blank sides up = 0; three blank sides up = 0; four blank sides up = 8; four painted sides up = 12. Throws of 2, 8, and 12 give the player another throw. Players must use each throw to move a piece. They may only subdivide a throw in half to move two pieces, otherwise they must use one full throw to move a piece. The first move for each piece must be a throw of 2. This can be divided into two throws of 1 to move two pieces. Play moves from left to right in the player's home row, from right to left in the second row, left to right in the third row, and right to left in the opponent's home row. When a piece enters the opponent's home row, it can no longer move. When a player's piece lands on a space occupied by an opponent's piece, the opponent's piece is captured. A player may not land on the same space as another of the player's pieces. The player which fills up the most of the opponent's home row wins. ###Ludii (game "Tablan" (players 2) (equipment {(board (rectangle 4 12) {(track "Track1" "0,E,N1,W,N1,E,N1,W" P1 directed:True) (track "Track2" "47,W,S1,E,S1,W,S1,E" P2 directed:True)} use:Vertex) (piece "Stick" Each (if (and (not (is In (from) (sites Next "Home"))) (!= 0 (mapEntry "Throw" (count Pips)))) (or (if (not (= 1 (var))) (move (from (from) if:(if (= (state at:(from)) 1) True (= 2 (mapEntry "Throw" (count Pips))))) (to (trackSite Move steps:(mapEntry "Throw" (count Pips))) if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to))))) (then (if (not (= (state at:(last To)) 1)) (set State at:(last To) 1))))) (move (from (from) if:(if (= (state at:(from)) 1) True (= 2 (mapEntry "Throw" (count Pips))))) (to (trackSite Move steps:(/ (mapEntry "Throw" (count Pips)) 2)) if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to))))) (then (and (if (not (= (state at:(last To)) 1)) (set State at:(last To) 1)) (if (not (= 1 (var))) (and (set Var 1) (moveAgain)) (set Var 0)))))))) (regions "Home" P1 (sites Bottom)) (regions "Home" P2 (sites Top)) (map "Throw" {(pair 0 8) (pair 1 0) (pair 2 0) (pair 3 2) (pair 4 12)}) (dice d:2 from:0 num:4)}) (rules (start {(place "Stick1" (sites Bottom)) (place "Stick2" (sites Top))}) (play (do (if (not (= 1 (var))) (roll)) next:(if (can Move (forEach Piece)) (forEach Piece) (move Pass (then (set Var 0)))) (then (if (is In (mapEntry "Throw" (count Pips)) (sites {2 8 12})) (moveAgain))))) (end (if (and (= 0 (count Sites in:(forEach (sites Occupied by:P1) if:(not (is In (site) (sites P2 "Home")))))) (= 0 (count Sites in:(forEach (sites Occupied by:P2) if:(not (is In (site) (sites P1 "Home"))))))) (byScore {(score P1 (count Sites in:(forEach (sites P2 "Home") if:(= (who at:(site)) P1)))) (score P2 (count Sites in:(forEach (sites P1 "Home") if:(= (who at:(site)) P2))))})))))
On each turn, each player must move two friendly stones to adjacent (diagonal or orthogonal) empty cells, both in the same direction. Stones cannot move into the restricted points on the game board. The player that first moves 5 stones to the last row wins the game.
(game "Tandems" (players 2) (equipment {(board (square 5)) (piece "Pawn" Each (move Step (to if:(and {(is Empty (to)) (not (is In (to) (sites "RedDots"))) (can Move (do (set Var (to)) next:(forEach Site (difference (sites Occupied by:Mover) (from)) (step (from (site)) (directions Cell from:(from) to:(var)) (to if:(and (is Empty (to)) (not (is In (to) (sites "RedDots")))))))))})) (then (moveAgain)))) (regions "RedDots" (sites {"B2" "B4" "D2" "D4"}))}) (rules (start {(place "Pawn1" (sites Bottom)) (place "Pawn2" (sites Top))}) (play (if (is Prev Mover) (forEach Site (difference (sites Occupied by:Mover) (last To)) (move Step (from (site)) (directions Cell from:(last From) to:(last To)) (to if:(and (is Empty (to)) (not (is In (to) (sites "RedDots"))))))) (forEach Piece))) (end {(if (and (is Mover P1) (all Sites (sites Occupied by:P1) if:(is In (site) (sites Top)))) (result P1 Win)) (if (and (is Mover P2) (all Sites (sites Occupied by:P2) if:(is In (site) (sites Bottom)))) (result P2 Win))})))
###Description On each turn, each player must move two friendly stones to adjacent (diagonal or orthogonal) empty cells, both in the same direction. Stones cannot move into the restricted points on the game board. The player that first moves 5 stones to the last row wins the game. ###Ludii (game "Tandems" (players 2) (equipment {(board (square 5)) (piece "Pawn" Each (move Step (to if:(and {(is Empty (to)) (not (is In (to) (sites "RedDots"))) (can Move (do (set Var (to)) next:(forEach Site (difference (sites Occupied by:Mover) (from)) (step (from (site)) (directions Cell from:(from) to:(var)) (to if:(and (is Empty (to)) (not (is In (to) (sites "RedDots")))))))))})) (then (moveAgain)))) (regions "RedDots" (sites {"B2" "B4" "D2" "D4"}))}) (rules (start {(place "Pawn1" (sites Bottom)) (place "Pawn2" (sites Top))}) (play (if (is Prev Mover) (forEach Site (difference (sites Occupied by:Mover) (last To)) (move Step (from (site)) (directions Cell from:(last From) to:(last To)) (to if:(and (is Empty (to)) (not (is In (to) (sites "RedDots"))))))) (forEach Piece))) (end {(if (and (is Mover P1) (all Sites (sites Occupied by:P1) if:(is In (site) (sites Top)))) (result P1 Win)) (if (and (is Mover P2) (all Sites (sites Occupied by:P2) if:(is In (site) (sites Bottom)))) (result P2 Win))})))
Seven concentric circles. Three points outside the circles. The center contains a circle, the market. There are three balls, placed near the board. Each player plays with one piece, which begins in the outermost point. The first player holds something in their hand, and asks the second player to guess which hand it is in. If the guessing player guesses correctly, they move their piece to the next point, or to the next ring of the spiral toward the market. If the guessing player guesses incorrectly, the player holding the object moves one space forward. The guessing player now takes the object, and asks the next player to guess which hand the object is in, and so on. When a player reaches the market, they take one of the three balls next to the board. The player who fails to collect a ball loses.
(game "Aime" (players 4) (equipment {(board (merge {(concentric {4 4 4 4 4 4 4 4}) (shift -7 7 (square 1)) (shift -6 7 (square 1)) (shift -7 6 (square 1))}) {(track "Track1" {28 24 20 16 12 8 4 0} P1 directed:True) (track "Track2" {29 25 21 17 13 9 5 1} P2 directed:True) (track "Track3" {30 26 22 18 14 10 6 2} P3 directed:True) (track "Track4" {31 27 23 19 15 11 7 3} P4 directed:True)} use:Vertex) (piece "Marker" Each) (piece "Stick" Shared) (piece "Ball" Each) (piece "Ball" Shared) (hand Each size:2)}) (rules (start {(place "Marker1" 28) (place "Marker2" 29) (place "Marker3" 30) (place "Marker4" 31) (place "Ball" (sites {32 33 34}))}) phases:{(phase "Hiding" (play (move Add (piece (id "Stick" Shared)) (to Cell (sites Hand Mover)) (then (set Hidden Cell at:(last To) to:Next)))) (nextPhase "Guessing")) (phase "Guessing" (play (move Select (from Cell (sites Hand Prev)) (then (and (if (is Empty (last To)) (and (fromTo (from (where "Marker" Prev)) (to (if (is Prev P1) (trackSite Move from:(where "Marker" Prev) "Track1" steps:1) (if (is Prev P2) (trackSite Move from:(where "Marker" Prev) "Track2" steps:1) (if (is Prev P3) (trackSite Move from:(where "Marker" Prev) "Track3" steps:1) (trackSite Move from:(where "Marker" Prev) "Track4" steps:1)))))) (if (not (is In (if (is Prev P1) (trackSite Move from:(where "Marker" Prev) "Track1" steps:1) (if (is Prev P2) (trackSite Move from:(where "Marker" Prev) "Track2" steps:1) (if (is Prev P3) (trackSite Move from:(where "Marker" Prev) "Track3" steps:1) (trackSite Move from:(where "Marker" Prev) "Track4" steps:1)))) (sites {0 1 2 3}))) (set NextPlayer (player (prev))) (if (= (what at:32) (id "Ball" Shared)) (and (remove 32) (add (piece (id "Ball" Prev)) (to 32))) (if (= (what at:33) (id "Ball" Shared)) (and (remove 33) (add (piece (id "Ball" Prev)) (to 33))) (and (remove 34) (add (piece (id "Ball" Prev)) (to 34))))))) (and {(moveAgain) (fromTo (from (where "Marker" Mover)) (to (trackSite Move from:(where "Marker" Mover) steps:1))) (if (is In (trackSite Move from:(where "Marker" Mover) steps:1) (sites {0 1 2 3})) (if (= (what at:32) (id "Ball" Shared)) (and (remove 32) (add (piece (id "Ball" Mover)) (to 32))) (if (= (what at:33) (id "Ball" Shared)) (and (remove 33) (add (piece (id "Ball" Mover)) (to 33))) (and (remove 34) (add (piece (id "Ball" Mover)) (to 34))))))})) (remove Cell (sites Hand Prev)))))) (nextPhase "Hiding"))} (end (if (!= (- (count Players) (count Active)) (count Sites in:(difference (sites {0 1 2 3}) (sites Empty)))) {(if (and (is Active P1) (is In (where "Marker" P1) (sites {0 1 2 3}))) (result P1 Win)) (if (and (is Active P2) (is In (where "Marker" P2) (sites {0 1 2 3}))) (result P2 Win)) (if (and (is Active P3) (is In (where "Marker" P3) (sites {0 1 2 3}))) (result P3 Win)) (if (and (is Active P4) (is In (where "Marker" P4) (sites {0 1 2 3}))) (result P4 Win))}))))
###Description Seven concentric circles. Three points outside the circles. The center contains a circle, the market. There are three balls, placed near the board. Each player plays with one piece, which begins in the outermost point. The first player holds something in their hand, and asks the second player to guess which hand it is in. If the guessing player guesses correctly, they move their piece to the next point, or to the next ring of the spiral toward the market. If the guessing player guesses incorrectly, the player holding the object moves one space forward. The guessing player now takes the object, and asks the next player to guess which hand the object is in, and so on. When a player reaches the market, they take one of the three balls next to the board. The player who fails to collect a ball loses. ###Ludii (game "Aime" (players 4) (equipment {(board (merge {(concentric {4 4 4 4 4 4 4 4}) (shift -7 7 (square 1)) (shift -6 7 (square 1)) (shift -7 6 (square 1))}) {(track "Track1" {28 24 20 16 12 8 4 0} P1 directed:True) (track "Track2" {29 25 21 17 13 9 5 1} P2 directed:True) (track "Track3" {30 26 22 18 14 10 6 2} P3 directed:True) (track "Track4" {31 27 23 19 15 11 7 3} P4 directed:True)} use:Vertex) (piece "Marker" Each) (piece "Stick" Shared) (piece "Ball" Each) (piece "Ball" Shared) (hand Each size:2)}) (rules (start {(place "Marker1" 28) (place "Marker2" 29) (place "Marker3" 30) (place "Marker4" 31) (place "Ball" (sites {32 33 34}))}) phases:{(phase "Hiding" (play (move Add (piece (id "Stick" Shared)) (to Cell (sites Hand Mover)) (then (set Hidden Cell at:(last To) to:Next)))) (nextPhase "Guessing")) (phase "Guessing" (play (move Select (from Cell (sites Hand Prev)) (then (and (if (is Empty (last To)) (and (fromTo (from (where "Marker" Prev)) (to (if (is Prev P1) (trackSite Move from:(where "Marker" Prev) "Track1" steps:1) (if (is Prev P2) (trackSite Move from:(where "Marker" Prev) "Track2" steps:1) (if (is Prev P3) (trackSite Move from:(where "Marker" Prev) "Track3" steps:1) (trackSite Move from:(where "Marker" Prev) "Track4" steps:1)))))) (if (not (is In (if (is Prev P1) (trackSite Move from:(where "Marker" Prev) "Track1" steps:1) (if (is Prev P2) (trackSite Move from:(where "Marker" Prev) "Track2" steps:1) (if (is Prev P3) (trackSite Move from:(where "Marker" Prev) "Track3" steps:1) (trackSite Move from:(where "Marker" Prev) "Track4" steps:1)))) (sites {0 1 2 3}))) (set NextPlayer (player (prev))) (if (= (what at:32) (id "Ball" Shared)) (and (remove 32) (add (piece (id "Ball" Prev)) (to 32))) (if (= (what at:33) (id "Ball" Shared)) (and (remove 33) (add (piece (id "Ball" Prev)) (to 33))) (and (remove 34) (add (piece (id "Ball" Prev)) (to 34))))))) (and {(moveAgain) (fromTo (from (where "Marker" Mover)) (to (trackSite Move from:(where "Marker" Mover) steps:1))) (if (is In (trackSite Move from:(where "Marker" Mover) steps:1) (sites {0 1 2 3})) (if (= (what at:32) (id "Ball" Shared)) (and (remove 32) (add (piece (id "Ball" Mover)) (to 32))) (if (= (what at:33) (id "Ball" Shared)) (and (remove 33) (add (piece (id "Ball" Mover)) (to 33))) (and (remove 34) (add (piece (id "Ball" Mover)) (to 34))))))})) (remove Cell (sites Hand Prev)))))) (nextPhase "Hiding"))} (end (if (!= (- (count Players) (count Active)) (count Sites in:(difference (sites {0 1 2 3}) (sites Empty)))) {(if (and (is Active P1) (is In (where "Marker" P1) (sites {0 1 2 3}))) (result P1 Win)) (if (and (is Active P2) (is In (where "Marker" P2) (sites {0 1 2 3}))) (result P2 Win)) (if (and (is Active P3) (is In (where "Marker" P3) (sites {0 1 2 3}))) (result P3 Win)) (if (and (is Active P4) (is In (where "Marker" P4) (sites {0 1 2 3}))) (result P4 Win))}))))
MOVING Each player moves one ship each turn. A ship moves any number of empty squares in a straight line, either vertically, horizontally, or diagonally (that is, like a chess queen). However, a ship may never end its turn in its home port. DESTROYING SHIPS Two opposing ships "attack" each other if they face each other along a straight line with no other ships between them (so that each could move to the other's square). A ship that is under attack from three or more enemy ships is "vulnerable." At the end of your move, you must destroy all vulnerable enemy ships by removing them from the board. In the example below, the white ship on b3 is under attack from black ships on a2, b1, and d3, and can be destroyed. You can only destroy enemy ships after your move. Sometimes, if an enemy ship is vulnerable at the beginning of your turn, your move in that turn will make it no longer vulnerable. When this happens, you cannot destroy the ship. If the destruction of one ship makes another ship vulnerable that wasn't vulnerable before, both ships must be destroyed. In the example below, destroying the white ship on f8 makes the ship on g8 vulnerable. Both are destroyed. REBUILDING SHIPS At the beginning of your turn, you may rebuild one of your destroyed ships. The ship is placed in your home port, and since ships may not end a turn in their own port, you must use your turn to move the ship out of port. Therefore, you cannot rebuild a ship until you have a vacant square to move the ship to. WINNING You win the game by moving one of your ships into the enemy port, provided that your opponent cannot destroy it on his or her next turn. (If your opponent can destroy it, the game continues.)
(game "Archimedes" (players 2) (equipment {(board (square 8)) (piece "Ball" Each (move Slide (between if:(and (is Empty (between)) (!= (between) (mapEntry "Port" Mover)))))) (map "Port" {(pair P1 "H8") (pair P2 "A1")}) (hand Each)}) (rules (start {(place "Ball1" (difference (expand origin:(mapEntry "Port" P1) steps:4 Orthogonal) (sites {"D8" "H4" "H8"}))) (place "Ball2" (difference (expand origin:(mapEntry "Port" P2) steps:4 Orthogonal) (sites {"A5" "A1" "E1"})))}) (play (if (is Prev Mover) (move Slide (from (mapEntry "Port" Mover))) (or (forEach Piece (then (forEach Site (sites Occupied by:Next) (if (<= 3 (count Sites in:(forEach (sites LineOfSight at:(site)) if:(= (who at:(site)) Mover)))) (fromTo (from (site)) (to (handSite Next))))))) (if (and {(is Occupied (handSite Mover)) (is Empty (mapEntry "Port" Mover)) (not (all Sites (difference (expand origin:(mapEntry "Port" P1)) (mapEntry "Port" Mover)) if:(is Occupied (site))))}) (move (from (handSite Mover)) (to (mapEntry "Port" Mover)) (then (moveAgain))))))) (end (if (and (is Friend (who at:(if (is Mover P1) (mapEntry "Port" P2) (mapEntry "Port" P1)))) (> 3 (count Sites in:(forEach (sites LineOfSight at:(if (is Mover P1) (mapEntry "Port" P2) (mapEntry "Port" P1))) if:(if (is Mover P1) (= (who at:(site)) P1) (= (who at:(site)) P2)))))) (result Mover Win)))))
###Description MOVING Each player moves one ship each turn. A ship moves any number of empty squares in a straight line, either vertically, horizontally, or diagonally (that is, like a chess queen). However, a ship may never end its turn in its home port. DESTROYING SHIPS Two opposing ships "attack" each other if they face each other along a straight line with no other ships between them (so that each could move to the other's square). A ship that is under attack from three or more enemy ships is "vulnerable." At the end of your move, you must destroy all vulnerable enemy ships by removing them from the board. In the example below, the white ship on b3 is under attack from black ships on a2, b1, and d3, and can be destroyed. You can only destroy enemy ships after your move. Sometimes, if an enemy ship is vulnerable at the beginning of your turn, your move in that turn will make it no longer vulnerable. When this happens, you cannot destroy the ship. If the destruction of one ship makes another ship vulnerable that wasn't vulnerable before, both ships must be destroyed. In the example below, destroying the white ship on f8 makes the ship on g8 vulnerable. Both are destroyed. REBUILDING SHIPS At the beginning of your turn, you may rebuild one of your destroyed ships. The ship is placed in your home port, and since ships may not end a turn in their own port, you must use your turn to move the ship out of port. Therefore, you cannot rebuild a ship until you have a vacant square to move the ship to. WINNING You win the game by moving one of your ships into the enemy port, provided that your opponent cannot destroy it on his or her next turn. (If your opponent can destroy it, the game continues.) ###Ludii (game "Archimedes" (players 2) (equipment {(board (square 8)) (piece "Ball" Each (move Slide (between if:(and (is Empty (between)) (!= (between) (mapEntry "Port" Mover)))))) (map "Port" {(pair P1 "H8") (pair P2 "A1")}) (hand Each)}) (rules (start {(place "Ball1" (difference (expand origin:(mapEntry "Port" P1) steps:4 Orthogonal) (sites {"D8" "H4" "H8"}))) (place "Ball2" (difference (expand origin:(mapEntry "Port" P2) steps:4 Orthogonal) (sites {"A5" "A1" "E1"})))}) (play (if (is Prev Mover) (move Slide (from (mapEntry "Port" Mover))) (or (forEach Piece (then (forEach Site (sites Occupied by:Next) (if (<= 3 (count Sites in:(forEach (sites LineOfSight at:(site)) if:(= (who at:(site)) Mover)))) (fromTo (from (site)) (to (handSite Next))))))) (if (and {(is Occupied (handSite Mover)) (is Empty (mapEntry "Port" Mover)) (not (all Sites (difference (expand origin:(mapEntry "Port" P1)) (mapEntry "Port" Mover)) if:(is Occupied (site))))}) (move (from (handSite Mover)) (to (mapEntry "Port" Mover)) (then (moveAgain))))))) (end (if (and (is Friend (who at:(if (is Mover P1) (mapEntry "Port" P2) (mapEntry "Port" P1)))) (> 3 (count Sites in:(forEach (sites LineOfSight at:(if (is Mover P1) (mapEntry "Port" P2) (mapEntry "Port" P1))) if:(if (is Mover P1) (= (who at:(site)) P1) (= (who at:(site)) P2)))))) (result Mover Win)))))
Played on an 8x8 board with "trap" squares at C6, F6, C3 and F3. Each player has 16 pieces, in order from strongest to weakest: Elephant (1) Camel (1) Horse (2) Dog (2) Cat(2) Rabbit (8) Each player places their pieces in any configuration on their side of the board. Pieces can move one space orthogonally, except rabbits cannot move backward. The goal is for one of a player's rabbits to reach the opposing player's edge of the board. Players can capture an opponent's pieces by pulling or pushing them into one of the trap squares as long as there is no piece friendly to the piece being pulled or pushed adjacent to the trap square. Pieces can only push and pull adjacent opponent's pieces of a lower rank than the piece making the move. Pushing and pulling cannot happen simultaneously. Pieces can be frozen, or prevented from moving, when they are adjacent to an opposing stronger piece.
(game "Arimaa" (players {(player N) (player S)}) (equipment {(board (square 8)) (hand Each size:6) (piece "Rabbit" Each (move Step (directions {Forward Rightward Leftward}) (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (piece "Cat" Each (move Step Orthogonal (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (piece "Dog" Each (move Step Orthogonal (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (piece "Horse" Each (move Step Orthogonal (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (piece "Camel" Each (move Step Orthogonal (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (piece "Elephant" Each (move Step Orthogonal (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (regions "Traps" (sites {"C3" "C6" "F3" "F6"})) (regions "Home" P1 (expand (sites Bottom))) (regions "Home" P2 (expand (sites Top))) (regions "Goal" P1 (sites Top)) (regions "Goal" P2 (sites Bottom))}) (rules (start {(place "Rabbit" "Hand" count:8 value:1) (place "Cat" "Hand" count:2 value:2) (place "Dog" "Hand" count:2 value:3) (place "Horse" "Hand" count:2 value:4) (place "Camel" "Hand" count:1 value:5) (place "Elephant" "Hand" count:1 value:6)}) phases:{(phase "PlacementP1" (play (move (from (sites Occupied by:Mover container:(mover))) (to (forEach (sites Mover "Home") if:(is Empty (site)))) (then (if (not (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site))))) (moveAgain))))) (nextPhase (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) "PlacementP2")) (phase "PlacementP2" (play (move (from (sites Occupied by:Mover container:(mover))) (to (forEach (sites Mover "Home") if:(is Empty (site)))) (then (if (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) (remember State) (moveAgain))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (avoidStoredState (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (sites Around (last To) Orthogonal if:(and (!= (last From) (to)) (is Empty (to))))) (then (and (forEach Site (sites "Traps") (if (or (and (= (who at:(to)) P1) (= (count Sites in:(sites Around (site) Orthogonal if:(= (who at:(to)) P1))) 0)) (and (= (who at:(to)) P2) (= (count Sites in:(sites Around (site) Orthogonal if:(= (who at:(to)) P2))) 0))) (do (set Pending (value Piece at:(to))) next:(remove (to))))) (if (< (count MovesThisTurn) 3) (moveAgain) (remember State))))) (or (or (if (and (is Prev Mover) (is In (last From) (sites Board))) (move (from (sites Around (last From) Orthogonal if:(and (is Enemy (who at:(to))) (if (and (is In (last To) (sites "Traps")) (is Pending)) (< (value Piece at:(to)) (value Pending)) (< (value Piece at:(to)) (value Piece at:(last To))))))) (to (last From)))) (forEach Piece) (then (and (forEach Site (sites "Traps") (if (or (and (= (who at:(to)) P1) (= (count Sites in:(sites Around (site) Orthogonal if:(= (who at:(to)) P1))) 0)) (and (= (who at:(to)) P2) (= (count Sites in:(sites Around (site) Orthogonal if:(= (who at:(to)) P2))) 0))) (do (set Pending (value Piece at:(to))) next:(remove (to))))) (if (< (count MovesThisTurn) 3) (moveAgain) (remember State))))) (move Pass (then (remember State))))))) (end (if (not (is Next Mover)) {(if (!= 0 (count Sites in:(forEach (sites Occupied by:P1 component:"Rabbit") if:(is In (site) (sites P1 "Goal"))))) (result P1 Win)) (if (!= 0 (count Sites in:(forEach (sites Occupied by:P2 component:"Rabbit") if:(is In (site) (sites P2 "Goal"))))) (result P2 Win)) (if (and (not (= (what at:(handSite P2)) (id "Rabbit" P1))) (= (count Sites in:(sites Occupied by:P1 component:"Rabbit")) 0)) (result P2 Win)) (if (and (not (= (what at:(handSite P1)) (id "Rabbit" P2))) (= (count Sites in:(sites Occupied by:P2 component:"Rabbit")) 0)) (result P1 Win)) (if (no Moves Next) (result Next Loss))})))}))
###Description Played on an 8x8 board with "trap" squares at C6, F6, C3 and F3. Each player has 16 pieces, in order from strongest to weakest: Elephant (1) Camel (1) Horse (2) Dog (2) Cat(2) Rabbit (8) Each player places their pieces in any configuration on their side of the board. Pieces can move one space orthogonally, except rabbits cannot move backward. The goal is for one of a player's rabbits to reach the opposing player's edge of the board. Players can capture an opponent's pieces by pulling or pushing them into one of the trap squares as long as there is no piece friendly to the piece being pulled or pushed adjacent to the trap square. Pieces can only push and pull adjacent opponent's pieces of a lower rank than the piece making the move. Pushing and pulling cannot happen simultaneously. Pieces can be frozen, or prevented from moving, when they are adjacent to an opposing stronger piece. ###Ludii (game "Arimaa" (players {(player N) (player S)}) (equipment {(board (square 8)) (hand Each size:6) (piece "Rabbit" Each (move Step (directions {Forward Rightward Leftward}) (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (piece "Cat" Each (move Step Orthogonal (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (piece "Dog" Each (move Step Orthogonal (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (piece "Horse" Each (move Step Orthogonal (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (piece "Camel" Each (move Step Orthogonal (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (piece "Elephant" Each (move Step Orthogonal (to if:(and (or (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0) (and (not (= (count Sites in:(sites Around (from) Orthogonal if:(and (is Enemy (who at:(to))) (> (value Piece at:(to)) (value Piece at:(from)))))) 0)) (not (= (count Sites in:(sites Around (from) Orthogonal if:(= (who at:(to)) Mover))) 0)))) (or (is Empty (to)) (and {(< (count MovesThisTurn) 3) (not (= (count Sites in:(sites Around (to) Orthogonal if:(is Empty (to)))) 0)) (is Enemy (who at:(to))) (< (value Piece at:(to)) (value Piece at:(from)))}))) (apply (fromTo (from (to)) (to (handSite Mover))))))) (regions "Traps" (sites {"C3" "C6" "F3" "F6"})) (regions "Home" P1 (expand (sites Bottom))) (regions "Home" P2 (expand (sites Top))) (regions "Goal" P1 (sites Top)) (regions "Goal" P2 (sites Bottom))}) (rules (start {(place "Rabbit" "Hand" count:8 value:1) (place "Cat" "Hand" count:2 value:2) (place "Dog" "Hand" count:2 value:3) (place "Horse" "Hand" count:2 value:4) (place "Camel" "Hand" count:1 value:5) (place "Elephant" "Hand" count:1 value:6)}) phases:{(phase "PlacementP1" (play (move (from (sites Occupied by:Mover container:(mover))) (to (forEach (sites Mover "Home") if:(is Empty (site)))) (then (if (not (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site))))) (moveAgain))))) (nextPhase (all Sites (sites Hand P1) if:(= 0 (count Cell at:(site)))) "PlacementP2")) (phase "PlacementP2" (play (move (from (sites Occupied by:Mover container:(mover))) (to (forEach (sites Mover "Home") if:(is Empty (site)))) (then (if (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) (remember State) (moveAgain))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (avoidStoredState (if (is Occupied (handSite Mover)) (move (from (handSite Mover)) (to (sites Around (last To) Orthogonal if:(and (!= (last From) (to)) (is Empty (to))))) (then (and (forEach Site (sites "Traps") (if (or (and (= (who at:(to)) P1) (= (count Sites in:(sites Around (site) Orthogonal if:(= (who at:(to)) P1))) 0)) (and (= (who at:(to)) P2) (= (count Sites in:(sites Around (site) Orthogonal if:(= (who at:(to)) P2))) 0))) (do (set Pending (value Piece at:(to))) next:(remove (to))))) (if (< (count MovesThisTurn) 3) (moveAgain) (remember State))))) (or (or (if (and (is Prev Mover) (is In (last From) (sites Board))) (move (from (sites Around (last From) Orthogonal if:(and (is Enemy (who at:(to))) (if (and (is In (last To) (sites "Traps")) (is Pending)) (< (value Piece at:(to)) (value Pending)) (< (value Piece at:(to)) (value Piece at:(last To))))))) (to (last From)))) (forEach Piece) (then (and (forEach Site (sites "Traps") (if (or (and (= (who at:(to)) P1) (= (count Sites in:(sites Around (site) Orthogonal if:(= (who at:(to)) P1))) 0)) (and (= (who at:(to)) P2) (= (count Sites in:(sites Around (site) Orthogonal if:(= (who at:(to)) P2))) 0))) (do (set Pending (value Piece at:(to))) next:(remove (to))))) (if (< (count MovesThisTurn) 3) (moveAgain) (remember State))))) (move Pass (then (remember State))))))) (end (if (not (is Next Mover)) {(if (!= 0 (count Sites in:(forEach (sites Occupied by:P1 component:"Rabbit") if:(is In (site) (sites P1 "Goal"))))) (result P1 Win)) (if (!= 0 (count Sites in:(forEach (sites Occupied by:P2 component:"Rabbit") if:(is In (site) (sites P2 "Goal"))))) (result P2 Win)) (if (and (not (= (what at:(handSite P2)) (id "Rabbit" P1))) (= (count Sites in:(sites Occupied by:P1 component:"Rabbit")) 0)) (result P2 Win)) (if (and (not (= (what at:(handSite P1)) (id "Rabbit" P2))) (= (count Sites in:(sites Occupied by:P2 component:"Rabbit")) 0)) (result P1 Win)) (if (no Moves Next) (result Next Loss))})))}))
Seven concentric circles or squares. Four players. One piece per player. One player has a stick, which is hidden in their fist. The next player attempts to guess which hand holds the stick. If the player guessing guesses correctly, they enter their piece in the first circle or advances it to the next circle, and the stick is passed to them. If the guessing player guesses incorrectly, the player holding the stick moves their piece into the first circle or advances it to the next circle. The player with the stick keeps it until the next player guesses the hand holding the stick. The first player to reach the central circle wins.
(game "Ashere" (players 4) (equipment {(board (concentric {4 4 4 4 4 4 4 4}) {(track "Track1" {28 24 20 16 12 8 4 0} P1 directed:True) (track "Track2" {29 25 21 17 13 9 5 1} P2 directed:True) (track "Track3" {30 26 22 18 14 10 6 2} P3 directed:True) (track "Track4" {31 27 23 19 15 11 7 3} P4 directed:True)} use:Vertex) (piece "Marker" Each) (piece "Stick" Shared) (hand Each size:2)}) (rules (start {(place "Marker1" 28) (place "Marker2" 29) (place "Marker3" 30) (place "Marker4" 31)}) phases:{(phase "Hiding" (play (move Add (piece (id "Stick" Shared)) (to Cell (sites Hand Mover)) (then (set Hidden Cell at:(last To) to:Next)))) (nextPhase "Guessing")) (phase "Guessing" (play (move Select (from Cell (sites Hand Prev)) (then (and (if (is Empty (last To)) (and (fromTo (from (where "Marker" Prev)) (to (if (is Prev P1) (trackSite Move from:(where "Marker" Prev) "Track1" steps:1) (if (is Prev P2) (trackSite Move from:(where "Marker" Prev) "Track2" steps:1) (if (is Prev P3) (trackSite Move from:(where "Marker" Prev) "Track3" steps:1) (trackSite Move from:(where "Marker" Prev) "Track4" steps:1)))))) (if (not (is In (if (is Prev P1) (trackSite Move from:(where "Marker" Prev) "Track1" steps:1) (if (is Prev P2) (trackSite Move from:(where "Marker" Prev) "Track2" steps:1) (if (is Prev P3) (trackSite Move from:(where "Marker" Prev) "Track3" steps:1) (trackSite Move from:(where "Marker" Prev) "Track4" steps:1)))) (sites Centre))) (set NextPlayer (player (prev))))) (and {(moveAgain) (fromTo (from (where "Marker" Mover)) (to (trackSite Move from:(where "Marker" Mover) steps:1)))})) (remove Cell (sites Hand Prev)))))) (nextPhase "Hiding"))} (end (if (!= (- (count Players) (count Active)) (count Sites in:(forEach (sites Centre) if:(is Occupied (site))))) {(if (and (is Active P1) (is In (where "Marker" P1) (sites Centre))) (result P1 Win)) (if (and (is Active P2) (is In (where "Marker" P2) (sites Centre))) (result P2 Win)) (if (and (is Active P3) (is In (where "Marker" P3) (sites Centre))) (result P3 Win)) (if (and (is Active P4) (is In (where "Marker" P4) (sites Centre))) (result P4 Win))}))))
###Description Seven concentric circles or squares. Four players. One piece per player. One player has a stick, which is hidden in their fist. The next player attempts to guess which hand holds the stick. If the player guessing guesses correctly, they enter their piece in the first circle or advances it to the next circle, and the stick is passed to them. If the guessing player guesses incorrectly, the player holding the stick moves their piece into the first circle or advances it to the next circle. The player with the stick keeps it until the next player guesses the hand holding the stick. The first player to reach the central circle wins. ###Ludii (game "Ashere" (players 4) (equipment {(board (concentric {4 4 4 4 4 4 4 4}) {(track "Track1" {28 24 20 16 12 8 4 0} P1 directed:True) (track "Track2" {29 25 21 17 13 9 5 1} P2 directed:True) (track "Track3" {30 26 22 18 14 10 6 2} P3 directed:True) (track "Track4" {31 27 23 19 15 11 7 3} P4 directed:True)} use:Vertex) (piece "Marker" Each) (piece "Stick" Shared) (hand Each size:2)}) (rules (start {(place "Marker1" 28) (place "Marker2" 29) (place "Marker3" 30) (place "Marker4" 31)}) phases:{(phase "Hiding" (play (move Add (piece (id "Stick" Shared)) (to Cell (sites Hand Mover)) (then (set Hidden Cell at:(last To) to:Next)))) (nextPhase "Guessing")) (phase "Guessing" (play (move Select (from Cell (sites Hand Prev)) (then (and (if (is Empty (last To)) (and (fromTo (from (where "Marker" Prev)) (to (if (is Prev P1) (trackSite Move from:(where "Marker" Prev) "Track1" steps:1) (if (is Prev P2) (trackSite Move from:(where "Marker" Prev) "Track2" steps:1) (if (is Prev P3) (trackSite Move from:(where "Marker" Prev) "Track3" steps:1) (trackSite Move from:(where "Marker" Prev) "Track4" steps:1)))))) (if (not (is In (if (is Prev P1) (trackSite Move from:(where "Marker" Prev) "Track1" steps:1) (if (is Prev P2) (trackSite Move from:(where "Marker" Prev) "Track2" steps:1) (if (is Prev P3) (trackSite Move from:(where "Marker" Prev) "Track3" steps:1) (trackSite Move from:(where "Marker" Prev) "Track4" steps:1)))) (sites Centre))) (set NextPlayer (player (prev))))) (and {(moveAgain) (fromTo (from (where "Marker" Mover)) (to (trackSite Move from:(where "Marker" Mover) steps:1)))})) (remove Cell (sites Hand Prev)))))) (nextPhase "Hiding"))} (end (if (!= (- (count Players) (count Active)) (count Sites in:(forEach (sites Centre) if:(is Occupied (site))))) {(if (and (is Active P1) (is In (where "Marker" P1) (sites Centre))) (result P1 Win)) (if (and (is Active P2) (is In (where "Marker" P2) (sites Centre))) (result P2 Win)) (if (and (is Active P3) (is In (where "Marker" P3) (sites Centre))) (result P3 Win)) (if (and (is Active P4) (is In (where "Marker" P4) (sites Centre))) (result P4 Win))}))))
Buffalos move one step forward to a free space. Dogs move like a chess queen but cannot capture. The villager moves like a chess king, and can capture buffalos. Dogs and the villager cannot enter the top or bottom rows of the board. Buffalos start, and win by reaching the top row. They lose if they cannot move anymore.
(game "Bison" (players 2) (equipment {(board (rectangle 7 11)) (piece "Bull" P1 (move Step Forward (to if:(is Empty (to))))) (piece "Colonel" P2 (move Step Adjacent (to if:(and (and (not (is In (to) (sites Top))) (not (is In (to) (sites Bottom)))) (not (is Friend (who at:(to))))) (apply (if (is Enemy (who at:(to))) (remove (to))))))) (piece "Dog" P2 (move Slide (between if:(and (and (not (is In (to) (sites Top))) (not (is In (to) (sites Bottom)))) (is Empty (to))))))}) (rules (start {(place "Bull1" (sites Bottom)) (place "Colonel2" {"F6"}) (place "Dog2" {"D6" "E6" "G6" "H6"})}) (play (forEach Piece)) (end {(if (is In (last To) (sites Top)) (result P1 Win)) (if (no Moves Next) (result Mover Win))})))
###Description Buffalos move one step forward to a free space. Dogs move like a chess queen but cannot capture. The villager moves like a chess king, and can capture buffalos. Dogs and the villager cannot enter the top or bottom rows of the board. Buffalos start, and win by reaching the top row. They lose if they cannot move anymore. ###Ludii (game "Bison" (players 2) (equipment {(board (rectangle 7 11)) (piece "Bull" P1 (move Step Forward (to if:(is Empty (to))))) (piece "Colonel" P2 (move Step Adjacent (to if:(and (and (not (is In (to) (sites Top))) (not (is In (to) (sites Bottom)))) (not (is Friend (who at:(to))))) (apply (if (is Enemy (who at:(to))) (remove (to))))))) (piece "Dog" P2 (move Slide (between if:(and (and (not (is In (to) (sites Top))) (not (is In (to) (sites Bottom)))) (is Empty (to))))))}) (rules (start {(place "Bull1" (sites Bottom)) (place "Colonel2" {"F6"}) (place "Dog2" {"D6" "E6" "G6" "H6"})}) (play (forEach Piece)) (end {(if (is In (last To) (sites Top)) (result P1 Win)) (if (no Moves Next) (result Mover Win))})))
MOVE - On each turn, each player must do one of the following actions: - Move one friendly stone (the missiles) one cell forward (orthogonally or diagonally) - Explode one friendly stone, i.e., capture all stones of either color orthogonally and diagonally adjacent including itself. GOAL - Wins the player that move a stone into the last row, or is the only with stones in the board.
(game "Bombardment" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "NuclearBomb" Each (or (move Step Forwards (to if:(is Empty (to)))) (move Select (from (from)) (then (forEach Site (sites Around (last To) includeSelf:True) (if (is Occupied (site)) (remove (site)))))))) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "NuclearBomb1" (expand (sites Bottom))) (place "NuclearBomb2" (expand (sites Top)))}) (play (forEach Piece)) (end (if (or (is In (last To) (sites Mover)) (no Pieces Next)) (result Mover Win)))))
###Description MOVE - On each turn, each player must do one of the following actions: - Move one friendly stone (the missiles) one cell forward (orthogonally or diagonally) - Explode one friendly stone, i.e., capture all stones of either color orthogonally and diagonally adjacent including itself. GOAL - Wins the player that move a stone into the last row, or is the only with stones in the board. ###Ludii (game "Bombardment" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "NuclearBomb" Each (or (move Step Forwards (to if:(is Empty (to)))) (move Select (from (from)) (then (forEach Site (sites Around (last To) includeSelf:True) (if (is Occupied (site)) (remove (site)))))))) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "NuclearBomb1" (expand (sites Bottom))) (place "NuclearBomb2" (expand (sites Top)))}) (play (forEach Piece)) (end (if (or (is In (last To) (sites Mover)) (no Pieces Next)) (result Mover Win)))))
Played on an 8x8 board with a double contingent of chess pawns. Pieces move forward one orthogonally or diagonally. Pieces can capture by moving diagonally. The first player to reach the opponent's edge of the board wins. A player also can win if they capture all of the opponent's pieces. The board is tiling by square. The game is played on a 8x8 board.
(game "Breakthrough" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Pawn" Each (or {(move Step Forward (to if:(is Empty (to)))) (move Step (directions {FR FL}) (to if:(or (is Empty (to)) (is Enemy (who at:(to)))) (apply (remove (to)))))})) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Pawn1" (expand (sites Bottom))) (place "Pawn2" (expand (sites Top)))}) (play (forEach Piece)) (end (if (is In (last To) (sites Mover)) (result Mover Win)))))
###Description Played on an 8x8 board with a double contingent of chess pawns. Pieces move forward one orthogonally or diagonally. Pieces can capture by moving diagonally. The first player to reach the opponent's edge of the board wins. A player also can win if they capture all of the opponent's pieces. The board is tiling by square. The game is played on a 8x8 board. ###Ludii (game "Breakthrough" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Pawn" Each (or {(move Step Forward (to if:(is Empty (to)))) (move Step (directions {FR FL}) (to if:(or (is Empty (to)) (is Enemy (who at:(to)))) (apply (remove (to)))))})) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Pawn1" (expand (sites Bottom))) (place "Pawn2" (expand (sites Top)))}) (play (forEach Piece)) (end (if (is In (last To) (sites Mover)) (result Mover Win)))))
Take turns placing stones on a hexhex board of size 4, or a square board of an odd size not larger than 9. The winner is the player who places a stone on the center cell. A placement N steps away from the perimeter must have at least N friendly pieces in sight. On the square board, pieces see in all 8 directions. A square board of size 9 is currently selected The pie rule is currenty not in force.
(game "Center" (players 2) (equipment {(board (square 9) use:Vertex) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty) if:(<= (count Steps All (to) (sites Perimeter)) (count Sites in:(intersection (sites LineOfSight at:(to) All) (sites Occupied by:Mover))))))) (end (if (is Occupied (centrePoint)) (result Next Loss)))))
###Description Take turns placing stones on a hexhex board of size 4, or a square board of an odd size not larger than 9. The winner is the player who places a stone on the center cell. A placement N steps away from the perimeter must have at least N friendly pieces in sight. On the square board, pieces see in all 8 directions. A square board of size 9 is currently selected The pie rule is currenty not in force. ###Ludii (game "Center" (players 2) (equipment {(board (square 9) use:Vertex) (piece "Marker" Each)}) (rules (play (move Add (to (sites Empty) if:(<= (count Steps All (to) (sites Perimeter)) (count Sites in:(intersection (sites LineOfSight at:(to) All) (sites Occupied by:Mover))))))) (end (if (is Occupied (centrePoint)) (result Next Loss)))))
3x12-28 board. Players begin with soldiers, equal in number to the number of spaces in one row for each player, which begin in the spaces in the row closes to the player. Each player has one king piece, which begins in the rightmost space in the central row with respect to the player. Four six-sided dice with values from 1-6. A throw of 1 is called Chong. Pieces move in a boustrophedon path along the board, from left to right in their home row, right to left in the center row, and then left to right in their opponent's row. A player must first throw a Chong to play. On this turn, when a player throws one Chong, the King exchanges places with the soldier behind it. If more than one Chong is thrown, the King exchanges places with the soldier that many spaces behind it. Any remaining values in the throw are moved by the soldier which took the king's space. Once this move has taken place, pieces move according to the throws of the dice, which can be subdivided between the pieces as the player sees fit. The King only moves with a Chong, and it exchanges the place of a piece that number of occupied squares away, i.e., only spaces occupied by the player's pieces are counted when moving the King. When the player has only one soldier and the King, the King may move normally (like a soldier does), but on throws of Chong. When only the King is left, the first Chong in a throw is ignored and only the second, third, or fourth Chongs are moved. When a player's piece lands on a space occupied by an opponent's piece, the opponent's piece is captured. An opponent's King cannot be taken by a soldier until it has first moved backwards, and then it can only be taken by a Chong. The game continues after the players' Kings have been taken. When a player reaches the end of the opponent's home line, the player wins. The game is played on a 3x12 board.
(game "Chong (Sakhalin)" (players 2) (equipment {(board (rectangle 3 12) {(track "Track1" "0,E,N1,W,N1,E" P1 directed:True) (track "Track2" "35,W,S1,E,S1,W" P2 directed:True)}) (dice d:6 num:4) (piece "Marker" Each (move (from) (to (trackSite Move from:(from) steps:(pips)) if:(or {(is Empty (to)) (and (is Enemy (who at:(to))) (if (not (= (what at:(to)) (id "King" Next))) True (= 1 (abs (- (to) (from))))))}) (apply if:(is Enemy (who at:(to))) (remove (to)))))) (piece "King" Each (if (= 1 (pips)) (if (<= 2 (count Pieces Mover)) (if (and (!= 1 (value Player Mover)) (= 1 (count Pieces Mover))) (move (from (from)) (to (from)) (then (set Value Mover 1))) (move (from) (to (trackSite Move from:(from) steps:(pips)) if:(or {(is Empty (to)) (and (is Enemy (who at:(to))) (if (not (= (what at:(to)) (id "King" Next))) True (= 1 (abs (- (to) (from))))))}) (apply if:(is Enemy (who at:(to))) (remove (to)))))) (firstMoveOnTrack "Track" Mover (if (and (> (site) (from)) (is Mover (who at:(site)))) (move Swap Pieces (from) (site)))))))}) (rules (start {(place "Marker1" (difference (sites Bottom) (sites Right))) (place "King1" (intersection (sites Bottom) (sites Right))) (place "Marker2" (difference (sites Top) (sites Left))) (place "King2" (intersection (sites Top) (sites Left)))}) phases:{(phase "Opening" (play (do (roll) next:(if (!= 0 (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)})) (if (is Mover P1) (if (is Mover (who at:(- (where "King" Mover) (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)})))) (move Swap Pieces (where "King" Mover) (- (where "King" Mover) (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)})))) (if (is Mover (who at:(+ (where "King" Mover) (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)})))) (move Swap Pieces (where "King" Mover) (+ (where "King" Mover) (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)})))) (then (fromTo (from (last From)) (to (trackSite Move from:(last From) steps:(- (count Pips) (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)}))) (apply if:(is Enemy (who at:(to))) (remove (to)))))))))) (nextPhase Mover (not (was Pass)) "Playing")) (phase "Playing" (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (forEach Piece) (then (if (not (all DiceUsed)) (moveAgain)))))))} (end {(if (= (who at:0) P2) (result P2 Win)) (if (= (who at:(- (count Sites in:(sites Board)) 1)) P1) (result P1 Win))})))
###Description 3x12-28 board. Players begin with soldiers, equal in number to the number of spaces in one row for each player, which begin in the spaces in the row closes to the player. Each player has one king piece, which begins in the rightmost space in the central row with respect to the player. Four six-sided dice with values from 1-6. A throw of 1 is called Chong. Pieces move in a boustrophedon path along the board, from left to right in their home row, right to left in the center row, and then left to right in their opponent's row. A player must first throw a Chong to play. On this turn, when a player throws one Chong, the King exchanges places with the soldier behind it. If more than one Chong is thrown, the King exchanges places with the soldier that many spaces behind it. Any remaining values in the throw are moved by the soldier which took the king's space. Once this move has taken place, pieces move according to the throws of the dice, which can be subdivided between the pieces as the player sees fit. The King only moves with a Chong, and it exchanges the place of a piece that number of occupied squares away, i.e., only spaces occupied by the player's pieces are counted when moving the King. When the player has only one soldier and the King, the King may move normally (like a soldier does), but on throws of Chong. When only the King is left, the first Chong in a throw is ignored and only the second, third, or fourth Chongs are moved. When a player's piece lands on a space occupied by an opponent's piece, the opponent's piece is captured. An opponent's King cannot be taken by a soldier until it has first moved backwards, and then it can only be taken by a Chong. The game continues after the players' Kings have been taken. When a player reaches the end of the opponent's home line, the player wins. The game is played on a 3x12 board. ###Ludii (game "Chong (Sakhalin)" (players 2) (equipment {(board (rectangle 3 12) {(track "Track1" "0,E,N1,W,N1,E" P1 directed:True) (track "Track2" "35,W,S1,E,S1,W" P2 directed:True)}) (dice d:6 num:4) (piece "Marker" Each (move (from) (to (trackSite Move from:(from) steps:(pips)) if:(or {(is Empty (to)) (and (is Enemy (who at:(to))) (if (not (= (what at:(to)) (id "King" Next))) True (= 1 (abs (- (to) (from))))))}) (apply if:(is Enemy (who at:(to))) (remove (to)))))) (piece "King" Each (if (= 1 (pips)) (if (<= 2 (count Pieces Mover)) (if (and (!= 1 (value Player Mover)) (= 1 (count Pieces Mover))) (move (from (from)) (to (from)) (then (set Value Mover 1))) (move (from) (to (trackSite Move from:(from) steps:(pips)) if:(or {(is Empty (to)) (and (is Enemy (who at:(to))) (if (not (= (what at:(to)) (id "King" Next))) True (= 1 (abs (- (to) (from))))))}) (apply if:(is Enemy (who at:(to))) (remove (to)))))) (firstMoveOnTrack "Track" Mover (if (and (> (site) (from)) (is Mover (who at:(site)))) (move Swap Pieces (from) (site)))))))}) (rules (start {(place "Marker1" (difference (sites Bottom) (sites Right))) (place "King1" (intersection (sites Bottom) (sites Right))) (place "Marker2" (difference (sites Top) (sites Left))) (place "King2" (intersection (sites Top) (sites Left)))}) phases:{(phase "Opening" (play (do (roll) next:(if (!= 0 (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)})) (if (is Mover P1) (if (is Mover (who at:(- (where "King" Mover) (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)})))) (move Swap Pieces (where "King" Mover) (- (where "King" Mover) (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)})))) (if (is Mover (who at:(+ (where "King" Mover) (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)})))) (move Swap Pieces (where "King" Mover) (+ (where "King" Mover) (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)})))) (then (fromTo (from (last From)) (to (trackSite Move from:(last From) steps:(- (count Pips) (+ {(if (= 1 (face (+ 0 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 1 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 2 (count Sites in:(sites Board))))) 1 0) (if (= 1 (face (+ 3 (count Sites in:(sites Board))))) 1 0)}))) (apply if:(is Enemy (who at:(to))) (remove (to)))))))))) (nextPhase Mover (not (was Pass)) "Playing")) (phase "Playing" (play (do (if (not (is Prev Mover)) (roll)) next:(forEach Die if:(!= (pips) 0) (forEach Piece) (then (if (not (all DiceUsed)) (moveAgain)))))))} (end {(if (= (who at:0) P2) (result P2 Win)) (if (= (who at:(- (count Sites in:(sites Board)) 1)) P1) (result P1 Win))})))
The game is played on a square board with a 5×5 grid. Each player has six cubes, numbered one to six. During setup, each player can arrange the cubes as he or she sees fit within the triangular area of their own color. The players take turns rolling a six-sided die and then moving the matching cube. If the matching cube is no longer on the board, the player moves a remaining cube whose number is next-higher or next-lower to the rolled number. The player starting in the top-left may move that cube one square to the right, down, or on the diagonal down and to the right; the player starting in the bottom-right may move that cube one square to the left, up, or on the diagonal up and to the left. Any cube which already lies in the target square is removed from the board. The objective of the game is for a player to either get one of their cubes to the far corner square in the grid (where their opponent started) or to remove all of their opponent's cubes from the board. The version of the game played on 5x5 board.
(game "EinStein Wurfelt Nicht" (players {(player SE) (player NW)}) (equipment {(board (square 5)) (piece "Square" Each) (hand Each size:6) (dice num:1) (regions "Home" P1 (expand (intersection (sites Top) (sites Left)) steps:2 Orthogonal)) (regions "Home" P2 (expand (intersection (sites Bottom) (sites Right)) steps:2 Orthogonal)) (regions "Goal" P1 (intersection (sites Bottom) (sites Right))) (regions "Goal" P2 (intersection (sites Top) (sites Left)))}) (rules (start {(place "Square1" (handSite P1) state:1) (place "Square1" (handSite P1 1) state:2) (place "Square1" (handSite P1 2) state:3) (place "Square1" (handSite P1 3) state:4) (place "Square1" (handSite P1 4) state:5) (place "Square1" (handSite P1 5) state:6) (place "Square2" (handSite P2) state:1) (place "Square2" (handSite P2 1) state:2) (place "Square2" (handSite P2 2) state:3) (place "Square2" (handSite P2 3) state:4) (place "Square2" (handSite P2 4) state:5) (place "Square2" (handSite P2 5) state:6)}) phases:{(phase "Placement" (play (move (from (sites Occupied by:Mover container:(mover))) (to (forEach (sites Mover "Home") if:(is Empty (site)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (do (roll) next:(if (!= (where "Square" Mover state:(count Pips)) -1) (forEach Piece (if (= (state at:(from)) (count Pips)) (move Step Forwards (to if:True (apply (if (is Occupied (to)) (remove (to)))))))) (or (forEach Piece (if (if (!= (where "Square" Mover state:(+ (count Pips) 1)) -1) (= (state at:(from)) (+ (count Pips) 1)) (if (!= (where "Square" Mover state:(+ (count Pips) 2)) -1) (= (state at:(from)) (+ (count Pips) 2)) (if (!= (where "Square" Mover state:(+ (count Pips) 3)) -1) (= (state at:(from)) (+ (count Pips) 3)) (if (!= (where "Square" Mover state:(+ (count Pips) 4)) -1) (= (state at:(from)) (+ (count Pips) 4)) (= (state at:(from)) (+ (count Pips) 5)))))) (move Step Forwards (to if:True (apply (if (is Occupied (to)) (remove (to)))))))) (forEach Piece (if (if (!= (where "Square" Mover state:(- (count Pips) 1)) -1) (= (state at:(from)) (- (count Pips) 1)) (if (!= (where "Square" Mover state:(- (count Pips) 2)) -1) (= (state at:(from)) (- (count Pips) 2)) (if (!= (where "Square" Mover state:(- (count Pips) 3)) -1) (= (state at:(from)) (- (count Pips) 3)) (if (!= (where "Square" Mover state:(- (count Pips) 4)) -1) (= (state at:(from)) (- (count Pips) 4)) (= (state at:(from)) (- (count Pips) 5)))))) (move Step Forwards (to if:True (apply (if (is Occupied (to)) (remove (to)))))))))))))} (end (if (or (no Pieces Next) (all Sites (sites Mover "Goal") if:(is In (site) (sites Occupied by:Mover)))) (result Mover Win)))))
###Description The game is played on a square board with a 5×5 grid. Each player has six cubes, numbered one to six. During setup, each player can arrange the cubes as he or she sees fit within the triangular area of their own color. The players take turns rolling a six-sided die and then moving the matching cube. If the matching cube is no longer on the board, the player moves a remaining cube whose number is next-higher or next-lower to the rolled number. The player starting in the top-left may move that cube one square to the right, down, or on the diagonal down and to the right; the player starting in the bottom-right may move that cube one square to the left, up, or on the diagonal up and to the left. Any cube which already lies in the target square is removed from the board. The objective of the game is for a player to either get one of their cubes to the far corner square in the grid (where their opponent started) or to remove all of their opponent's cubes from the board. The version of the game played on 5x5 board. ###Ludii (game "EinStein Wurfelt Nicht" (players {(player SE) (player NW)}) (equipment {(board (square 5)) (piece "Square" Each) (hand Each size:6) (dice num:1) (regions "Home" P1 (expand (intersection (sites Top) (sites Left)) steps:2 Orthogonal)) (regions "Home" P2 (expand (intersection (sites Bottom) (sites Right)) steps:2 Orthogonal)) (regions "Goal" P1 (intersection (sites Bottom) (sites Right))) (regions "Goal" P2 (intersection (sites Top) (sites Left)))}) (rules (start {(place "Square1" (handSite P1) state:1) (place "Square1" (handSite P1 1) state:2) (place "Square1" (handSite P1 2) state:3) (place "Square1" (handSite P1 3) state:4) (place "Square1" (handSite P1 4) state:5) (place "Square1" (handSite P1 5) state:6) (place "Square2" (handSite P2) state:1) (place "Square2" (handSite P2 1) state:2) (place "Square2" (handSite P2 2) state:3) (place "Square2" (handSite P2 3) state:4) (place "Square2" (handSite P2 4) state:5) (place "Square2" (handSite P2 5) state:6)}) phases:{(phase "Placement" (play (move (from (sites Occupied by:Mover container:(mover))) (to (forEach (sites Mover "Home") if:(is Empty (site)))))) (nextPhase Mover (all Sites (sites Hand Mover) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (do (roll) next:(if (!= (where "Square" Mover state:(count Pips)) -1) (forEach Piece (if (= (state at:(from)) (count Pips)) (move Step Forwards (to if:True (apply (if (is Occupied (to)) (remove (to)))))))) (or (forEach Piece (if (if (!= (where "Square" Mover state:(+ (count Pips) 1)) -1) (= (state at:(from)) (+ (count Pips) 1)) (if (!= (where "Square" Mover state:(+ (count Pips) 2)) -1) (= (state at:(from)) (+ (count Pips) 2)) (if (!= (where "Square" Mover state:(+ (count Pips) 3)) -1) (= (state at:(from)) (+ (count Pips) 3)) (if (!= (where "Square" Mover state:(+ (count Pips) 4)) -1) (= (state at:(from)) (+ (count Pips) 4)) (= (state at:(from)) (+ (count Pips) 5)))))) (move Step Forwards (to if:True (apply (if (is Occupied (to)) (remove (to)))))))) (forEach Piece (if (if (!= (where "Square" Mover state:(- (count Pips) 1)) -1) (= (state at:(from)) (- (count Pips) 1)) (if (!= (where "Square" Mover state:(- (count Pips) 2)) -1) (= (state at:(from)) (- (count Pips) 2)) (if (!= (where "Square" Mover state:(- (count Pips) 3)) -1) (= (state at:(from)) (- (count Pips) 3)) (if (!= (where "Square" Mover state:(- (count Pips) 4)) -1) (= (state at:(from)) (- (count Pips) 4)) (= (state at:(from)) (- (count Pips) 5)))))) (move Step Forwards (to if:True (apply (if (is Occupied (to)) (remove (to)))))))))))))} (end (if (or (no Pieces Next) (all Sites (sites Mover "Goal") if:(is In (site) (sites Occupied by:Mover)))) (result Mover Win)))))
7x7 board, with an extra square above the top left square of the grid. One piece per player. Four sticks, with one green side and one white side, used as dice. The throws are as follows: one white and three green = sîg, valued at 1; two white and two green = 0; three white and one green = 3; four white = 4; four green=6. Pieces begin off the board, moving onto the bottom right square, and proceed in a boustrophedon direction, moving upward in the rightmost column, then down the next to the left, until reaching the extra space in the top left of the board. A player must first throw sîg to begin moving. Players move according to the values of the throws. If a player lands on the top right square, they must throw sîg five times to escape it. If a player lands on the central square, they must throw sîg ten times to escape it. A player must also throw one sîg to escape each of the final three spaces. Once a player has escaped the final space, they control the Ghula. The Ghula has different values for the throws: one white = 2; two white = 5; three white = 0; four white = 4; four green =6. The ghula moves in the opposite direction of the pieces, and when it overcomes one of the opponent's pieces it drags them in the direction it moves, with the goal of dragging them to the start. The Ghula may move forward or backward on its turn along the track. The Ghula does not have to throw a sîg to escape any spaces. Play continues until all of the players escape the final space. The game has 4 players.
(game "Es-Sig" (players 4) (equipment {(board (merge {(rectangle 8 1) (square 7) (shift 8 0 (square 1))}) {(track "Track" "50,19,W,N1,E,N1,W,N1,E,N1,W,N1,E,N1,W4" directed:True) (track "ExtensionTrack" "45,W,N" directed:True) (track "GhoulaTrack" "19,W,N1,E,N1,W,N1,E,N1,W,N1,E,N1,W" directed:True) (track "ReverseGhoulaTrack" "50,12,E,S1,W,S1,E,S1,W,S1,E,S1,W,S1,E" directed:True)}) (piece "Ghoula" Neutral) (piece "Stick" Each (if (= (from) 49) (if (= (state at:(from) level:(level)) 6) (move (from (from) level:(level)) (to 48) (then (forEach Level (last To) (set State at:(last To) level:(level) 0)))) (if (= (mapEntry "Throw" (count Pips)) 1) (move Select (from (from) level:(level)) (then (set State at:(last To) level:(last LevelTo) (+ 1 (state at:(last To) level:(last LevelTo)))))))) (if (= (from) 31) (if (= (state at:(from) level:(level)) 11) (move (from (from) level:(level)) (to 32) (then (forEach Level (last To) (set State at:(last To) level:(level) 0)))) (if (= (mapEntry "Throw" (count Pips)) 1) (move Select (from (from) level:(level)) (then (set State at:(last To) level:(last LevelTo) (+ 1 (state at:(last To) level:(last LevelTo)))))))) (if (and (!= (from) 45) (is In (from) (sites Track "Track"))) (move (from (from) level:(level) if:(if (<= 1 (state at:(from) level:(level))) True (= (mapEntry "Throw" (count Pips)) 1))) (to (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) if:True) (then (if (not (<= 1 (state at:(last To) level:(topLevel at:(last To))))) (set State at:(last To) level:(topLevel at:(last To)) 1)))) (if (is In (from) (sites Track "ExtensionTrack")) (or {(if (and (!= (from) 14) (= (mapEntry "Throw" (count Pips)) 1)) (move (from (from) level:(level)) (to (trackSite Move "ExtensionTrack" steps:1)))) (if (= (from) 14) (move Pass (then (if (!= 1 (count Pips)) (and (moveAgain) (set Var 1))))))})))) (then (if (and (= (last To) 14) (!= (last From) 14)) (if (!= -1 (var "ScoreToGet")) (and (set Score Mover (- (var "ScoreToGet") 1)) (set Var "ScoreToGet" (- (var "ScoreToGet") 1))) (and (set Score Mover (count Players)) (set Var "ScoreToGet" (count Players))))))) maxState:12) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 4) (pair 1 3) (pair 2 0) (pair 3 1) (pair 4 6)}) (map "ThrowGhoula" {(pair 0 4) (pair 1 6) (pair 2 4) (pair 3 2) (pair 4 6)})}) (rules (start (place Stack items:{"Ghoula0" "Stick4" "Stick3" "Stick2" "Stick1"} 50)) (play (do (roll) next:(if (> (var) 0) (if (= 1 (size Stack at:(where "Ghoula" Neutral))) (or (move (from (where "Ghoula" Neutral) level:(where Level "Ghoula" Neutral at:(where "Ghoula" Neutral))) (to (trackSite Move from:(where "Ghoula" Neutral) "GhoulaTrack" steps:(mapEntry "ThrowGhoula" (count Pips))))) (move (from (where "Ghoula" Neutral) level:(where Level "Ghoula" Neutral at:(where "Ghoula" Neutral))) (to (trackSite Move from:(where "Ghoula" Neutral) "ReverseGhoulaTrack" steps:(mapEntry "ThrowGhoula" (count Pips)))))) (move (from (where "Ghoula" Neutral) level:(where Level "Ghoula" Neutral at:(where "Ghoula" Neutral))) (to (trackSite Move from:(where "Ghoula" Neutral) "ReverseGhoulaTrack" steps:(mapEntry "ThrowGhoula" (count Pips)))) (then (if (= (last From) 19) (forEach Level (last From) FromTop (remove (last From) level:(level))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (set Var 0))) (if (or (= (where "Stick" Mover) 14) (!= 0 (mapEntry "Throw" (count Pips)))) (forEach Piece))))) (end {(forEach Player if:(no Pieces Player) (result Player Loss)) (if (or (and (= 1 (size Stack at:(where "Ghoula" Neutral))) (= 12 (where "Ghoula" Neutral))) (and (all Sites (difference (sites Board) (sites {50 14})) if:(or (is Empty (site)) (and (= 1 (size Stack at:(site))) (= (site) (where "Ghoula" Neutral))))) (is Empty 50))) (byScore))})))
###Description 7x7 board, with an extra square above the top left square of the grid. One piece per player. Four sticks, with one green side and one white side, used as dice. The throws are as follows: one white and three green = sîg, valued at 1; two white and two green = 0; three white and one green = 3; four white = 4; four green=6. Pieces begin off the board, moving onto the bottom right square, and proceed in a boustrophedon direction, moving upward in the rightmost column, then down the next to the left, until reaching the extra space in the top left of the board. A player must first throw sîg to begin moving. Players move according to the values of the throws. If a player lands on the top right square, they must throw sîg five times to escape it. If a player lands on the central square, they must throw sîg ten times to escape it. A player must also throw one sîg to escape each of the final three spaces. Once a player has escaped the final space, they control the Ghula. The Ghula has different values for the throws: one white = 2; two white = 5; three white = 0; four white = 4; four green =6. The ghula moves in the opposite direction of the pieces, and when it overcomes one of the opponent's pieces it drags them in the direction it moves, with the goal of dragging them to the start. The Ghula may move forward or backward on its turn along the track. The Ghula does not have to throw a sîg to escape any spaces. Play continues until all of the players escape the final space. The game has 4 players. ###Ludii (game "Es-Sig" (players 4) (equipment {(board (merge {(rectangle 8 1) (square 7) (shift 8 0 (square 1))}) {(track "Track" "50,19,W,N1,E,N1,W,N1,E,N1,W,N1,E,N1,W4" directed:True) (track "ExtensionTrack" "45,W,N" directed:True) (track "GhoulaTrack" "19,W,N1,E,N1,W,N1,E,N1,W,N1,E,N1,W" directed:True) (track "ReverseGhoulaTrack" "50,12,E,S1,W,S1,E,S1,W,S1,E,S1,W,S1,E" directed:True)}) (piece "Ghoula" Neutral) (piece "Stick" Each (if (= (from) 49) (if (= (state at:(from) level:(level)) 6) (move (from (from) level:(level)) (to 48) (then (forEach Level (last To) (set State at:(last To) level:(level) 0)))) (if (= (mapEntry "Throw" (count Pips)) 1) (move Select (from (from) level:(level)) (then (set State at:(last To) level:(last LevelTo) (+ 1 (state at:(last To) level:(last LevelTo)))))))) (if (= (from) 31) (if (= (state at:(from) level:(level)) 11) (move (from (from) level:(level)) (to 32) (then (forEach Level (last To) (set State at:(last To) level:(level) 0)))) (if (= (mapEntry "Throw" (count Pips)) 1) (move Select (from (from) level:(level)) (then (set State at:(last To) level:(last LevelTo) (+ 1 (state at:(last To) level:(last LevelTo)))))))) (if (and (!= (from) 45) (is In (from) (sites Track "Track"))) (move (from (from) level:(level) if:(if (<= 1 (state at:(from) level:(level))) True (= (mapEntry "Throw" (count Pips)) 1))) (to (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) if:True) (then (if (not (<= 1 (state at:(last To) level:(topLevel at:(last To))))) (set State at:(last To) level:(topLevel at:(last To)) 1)))) (if (is In (from) (sites Track "ExtensionTrack")) (or {(if (and (!= (from) 14) (= (mapEntry "Throw" (count Pips)) 1)) (move (from (from) level:(level)) (to (trackSite Move "ExtensionTrack" steps:1)))) (if (= (from) 14) (move Pass (then (if (!= 1 (count Pips)) (and (moveAgain) (set Var 1))))))})))) (then (if (and (= (last To) 14) (!= (last From) 14)) (if (!= -1 (var "ScoreToGet")) (and (set Score Mover (- (var "ScoreToGet") 1)) (set Var "ScoreToGet" (- (var "ScoreToGet") 1))) (and (set Score Mover (count Players)) (set Var "ScoreToGet" (count Players))))))) maxState:12) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 4) (pair 1 3) (pair 2 0) (pair 3 1) (pair 4 6)}) (map "ThrowGhoula" {(pair 0 4) (pair 1 6) (pair 2 4) (pair 3 2) (pair 4 6)})}) (rules (start (place Stack items:{"Ghoula0" "Stick4" "Stick3" "Stick2" "Stick1"} 50)) (play (do (roll) next:(if (> (var) 0) (if (= 1 (size Stack at:(where "Ghoula" Neutral))) (or (move (from (where "Ghoula" Neutral) level:(where Level "Ghoula" Neutral at:(where "Ghoula" Neutral))) (to (trackSite Move from:(where "Ghoula" Neutral) "GhoulaTrack" steps:(mapEntry "ThrowGhoula" (count Pips))))) (move (from (where "Ghoula" Neutral) level:(where Level "Ghoula" Neutral at:(where "Ghoula" Neutral))) (to (trackSite Move from:(where "Ghoula" Neutral) "ReverseGhoulaTrack" steps:(mapEntry "ThrowGhoula" (count Pips)))))) (move (from (where "Ghoula" Neutral) level:(where Level "Ghoula" Neutral at:(where "Ghoula" Neutral))) (to (trackSite Move from:(where "Ghoula" Neutral) "ReverseGhoulaTrack" steps:(mapEntry "ThrowGhoula" (count Pips)))) (then (if (= (last From) 19) (forEach Level (last From) FromTop (remove (last From) level:(level))) (forEach Level (last From) FromTop (fromTo (from (last From) level:(level)) (to (last To))))))) (then (set Var 0))) (if (or (= (where "Stick" Mover) 14) (!= 0 (mapEntry "Throw" (count Pips)))) (forEach Piece))))) (end {(forEach Player if:(no Pieces Player) (result Player Loss)) (if (or (and (= 1 (size Stack at:(where "Ghoula" Neutral))) (= 12 (where "Ghoula" Neutral))) (and (all Sites (difference (sites Board) (sites {50 14})) if:(or (is Empty (site)) (and (= 1 (size Stack at:(site))) (= (site) (where "Ghoula" Neutral))))) (is Empty 50))) (byScore))})))
Starting with the runner player, players alternate moving one of their checker tokens. Each token moves in one orthogonal direction only. Runner tokens move vertically from the first rank, either by moving into an adjacent empty space or by jumping over an adjacent opponent token into an empty space and capturing the jumped token. Blocker tokens move horizontally in a similar manner - the left tokens always move toward the right and the right tokens always move towards the left. In the standard/introductory game, played on an 8x8 board, captures are mandatory and multiple capture are possible with maximum capture sequences having priority. In tournament games, played on a 10 x 10 board, captures are optional. Blocker tokens may not jump over or capture other blocker tokens. The game ends when a runner token reaches the last rank or the runner player cannot move. Two games should be played, with players swapping roles. At the end of each game, the runner player scores the rank/row of each of his or her remaining tokens on the board. The player with the highest score after two games wins the match. 8 x 8 board Forced captures
(game "Gauntlet" (players {(player N) (player W)}) (equipment {(board (square 8)) (piece "Counter" Each) (piece "DoubleCounter" Each) (regions "RunnerGoal" P1 (difference (sites Top) (sites Corners))) (regions "RunnerGoalRed" Neutral (intersection (difference (sites Top) (sites Corners)) (sites Phase 0))) (regions "RunnerGoalPink" Neutral (intersection (difference (sites Top) (sites Corners)) (sites Phase 1)))}) (rules (start {(place "Counter1" (difference (sites Bottom) (sites Corners))) (place "DoubleCounter2" (difference (sites Left) (sites Corners))) (place "Counter2" (difference (sites Right) (sites Corners)))}) (play (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from (from)) Forward (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Forward (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "DoubleCounter" (move Hop (from (from)) Backward (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Backward (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions Forward) (to if:(is Empty (to))))) (forEach Piece "DoubleCounter" (move Step (directions Backward) (to if:(is Empty (to))))))})) (end {(if (no Moves Next) (result Next Loss)) (if (is In (last To) (sites Mover)) (result Mover Win))})))
###Description Starting with the runner player, players alternate moving one of their checker tokens. Each token moves in one orthogonal direction only. Runner tokens move vertically from the first rank, either by moving into an adjacent empty space or by jumping over an adjacent opponent token into an empty space and capturing the jumped token. Blocker tokens move horizontally in a similar manner - the left tokens always move toward the right and the right tokens always move towards the left. In the standard/introductory game, played on an 8x8 board, captures are mandatory and multiple capture are possible with maximum capture sequences having priority. In tournament games, played on a 10 x 10 board, captures are optional. Blocker tokens may not jump over or capture other blocker tokens. The game ends when a runner token reaches the last rank or the runner player cannot move. Two games should be played, with players swapping roles. At the end of each game, the runner player scores the rank/row of each of his or her remaining tokens on the board. The player with the highest score after two games wins the match. 8 x 8 board Forced captures ###Ludii (game "Gauntlet" (players {(player N) (player W)}) (equipment {(board (square 8)) (piece "Counter" Each) (piece "DoubleCounter" Each) (regions "RunnerGoal" P1 (difference (sites Top) (sites Corners))) (regions "RunnerGoalRed" Neutral (intersection (difference (sites Top) (sites Corners)) (sites Phase 0))) (regions "RunnerGoalPink" Neutral (intersection (difference (sites Top) (sites Corners)) (sites Phase 1)))}) (rules (start {(place "Counter1" (difference (sites Bottom) (sites Corners))) (place "DoubleCounter2" (difference (sites Left) (sites Corners))) (place "Counter2" (difference (sites Right) (sites Corners)))}) (play (priority {(max Moves (or (forEach Piece "Counter" (move Hop (from (from)) Forward (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Forward (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain))))) (forEach Piece "DoubleCounter" (move Hop (from (from)) Backward (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))) (then (if (can Move (move Hop (from (last To)) Backward (between if:(and (not (is In (between) (sites ToClear))) (is Enemy (who at:(between)))) (apply (remove (between) at:EndOfTurn))) (to if:(is Empty (to))))) (moveAgain))))))) (or (forEach Piece "Counter" (move Step (directions Forward) (to if:(is Empty (to))))) (forEach Piece "DoubleCounter" (move Step (directions Backward) (to if:(is Empty (to))))))})) (end {(if (no Moves Next) (result Next Loss)) (if (is In (last To) (sites Mover)) (result Mover Win))})))
5x5 square. Nine squares are marked: the four central squares of each side, the central square of the board, and the squares which are diagonally between them. Two or four players; each player begins on one of the marked outer squares, beginning on opposite sides if two are playing. Players use one or two cowries as pieces. Four or five cowries are used as dice, with the value of the throw equalling the number of mouths which land face up. Players proceed in a clockwise direction around the board, until they reach the space before the one in which they began, moving to the marked square to the right of the direction of play, and proceeding around the inner square of spaces in an anti-clockwise direction, until arriving at the central space. When a player's piece lands on a space occupied by the opposing player, the opponent's piece is sent back to the starting point. The first player to bring all their pieces to the central square wins. The game involves 4 players. The game involves 2 pieces per player. The game involves 4 dice.
(game "Gavalata" (players 4) (equipment {(board (square 5) {(track "Track1" "2,W,N,E,S,W1,N3,W2,S2,E1,N1" P1 directed:True) (track "Track2" "22,E,S,W,N,E1,S3,E2,N2,W1,S1" P2 directed:True) (track "Track3" "14,S,W,N,E,S1,W3,S2,E2,N1,W1" P3 directed:True) (track "Track4" "10,N,E,S,W,N1,E3,N2,W2,S1,E1" P4 directed:True)}) (dice d:2 from:0 num:4) (piece "Paddle" Each (if (!= (trackSite Move steps:(count Pips)) -1) (move (from (from) level:(level)) (to (trackSite Move steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (who at:(to)))))))) (then (if (= 12 (last To)) (remove (last To)))))) (map {(pair 1 "C1") (pair 2 "C5") (pair 3 "E3") (pair 4 "A3")})}) (rules (start {(place Stack "Paddle1" (mapEntry 1) count:2) (place Stack "Paddle2" (mapEntry 2) count:2) (place Stack "Paddle3" (mapEntry 3) count:2) (place Stack "Paddle4" (mapEntry 4) count:2)}) (play (do (roll) next:(if (!= 0 (count Pips)) (forEach Piece) (move Pass)))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 5x5 square. Nine squares are marked: the four central squares of each side, the central square of the board, and the squares which are diagonally between them. Two or four players; each player begins on one of the marked outer squares, beginning on opposite sides if two are playing. Players use one or two cowries as pieces. Four or five cowries are used as dice, with the value of the throw equalling the number of mouths which land face up. Players proceed in a clockwise direction around the board, until they reach the space before the one in which they began, moving to the marked square to the right of the direction of play, and proceeding around the inner square of spaces in an anti-clockwise direction, until arriving at the central space. When a player's piece lands on a space occupied by the opposing player, the opponent's piece is sent back to the starting point. The first player to bring all their pieces to the central square wins. The game involves 4 players. The game involves 2 pieces per player. The game involves 4 dice. ###Ludii (game "Gavalata" (players 4) (equipment {(board (square 5) {(track "Track1" "2,W,N,E,S,W1,N3,W2,S2,E1,N1" P1 directed:True) (track "Track2" "22,E,S,W,N,E1,S3,E2,N2,W1,S1" P2 directed:True) (track "Track3" "14,S,W,N,E,S1,W3,S2,E2,N1,W1" P3 directed:True) (track "Track4" "10,N,E,S,W,N1,E3,N2,W2,S1,E1" P4 directed:True)}) (dice d:2 from:0 num:4) (piece "Paddle" Each (if (!= (trackSite Move steps:(count Pips)) -1) (move (from (from) level:(level)) (to (trackSite Move steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry (who at:(to)))))))) (then (if (= 12 (last To)) (remove (last To)))))) (map {(pair 1 "C1") (pair 2 "C5") (pair 3 "E3") (pair 4 "A3")})}) (rules (start {(place Stack "Paddle1" (mapEntry 1) count:2) (place Stack "Paddle2" (mapEntry 2) count:2) (place Stack "Paddle3" (mapEntry 3) count:2) (place Stack "Paddle4" (mapEntry 4) count:2)}) (play (do (roll) next:(if (!= 0 (count Pips)) (forEach Piece) (move Pass)))) (end (if (no Pieces Mover) (result Mover Win)))))
Geister is a two-player board game on a 6×6 game board. Each player has four good ghosts and four evil ghosts, whose type is not revealed to the opponent player. In each turn a player can move one of his ghosts one step vertically or horizontally. Moving into a square containing an opponent's ghost will capture the opponent's ghost and move it off from the board. Moving into a square containing an ally ghost is not allowed. A player can also move off one of his good ghosts from one of the opponent's corner squares. A player wins when one of the three conditions is satisfied: • All the player's evil ghosts are captured. • All the opponent's good ghosts are captured. • One of the player's good ghosts is moved off the board from one of the opponent's corner squares.
(game "Geister" (players 2) (equipment {(board (square 6)) (hand Each size:2) (piece "GhostGood" Each) (piece "GhostEvil" Each) (regions "HomeP1" P1 (difference (expand (sites Bottom) steps:1) (union (sites Side E) (sites Side W)))) (regions "HomeP2" P2 (difference (expand (sites Top) steps:1) (union (sites Side E) (sites Side W)))) (regions "EscapeP1" P1 {30 35}) (regions "EscapeP2" P2 {0 5}) (map "Where" {(pair (id "GhostGood" P1) (handSite P1)) (pair (id "GhostEvil" P1) (handSite P1 1)) (pair (id "GhostGood" P2) (handSite P2)) (pair (id "GhostEvil" P2) (handSite P2 1))})}) (rules (start {(place "GhostGood1" 36 count:4) (place "GhostEvil1" 37 count:4) (set Hidden (sites Hand P1) to:P2) (place "GhostGood2" 38 count:4) (place "GhostEvil2" 39 count:4) (set Hidden (sites Hand P2) to:P1)}) phases:{(phase "Placement" (play (move (from (sites Occupied by:Mover container:(mover))) (to (forEach (sites Mover "Home") if:(is Empty (site)))) (then (if (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) (and {(set Hidden (sites P2 "Home") False to:P1) (set Hidden (sites P1 "Home") False to:P2) (set Hidden What (sites P2 "Home") to:P1) (set Hidden What (sites P1 "Home") to:P2)}))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece {"GhostGood" "GhostEvil"} (or (move Step Orthogonal (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (add (piece (what at:(to))) (to (mapEntry "Where" (what at:(to))))))))) (move Select (from (intersection (sites Occupied by:Mover component:"GhostGood") (sites Mover "Escape"))) (then (trigger "Escaped" (mover))))))) (end {(if (or {(no Pieces Mover "GhostEvil" in:(sites Board)) (no Pieces Next "GhostGood" in:(sites Board)) (is Triggered "Escaped" Mover)}) (result Mover Win)) (if (or (no Pieces Next "GhostEvil" in:(sites Board)) (no Pieces Mover "GhostGood" in:(sites Board))) (result Mover Loss))}))}))
###Description Geister is a two-player board game on a 6×6 game board. Each player has four good ghosts and four evil ghosts, whose type is not revealed to the opponent player. In each turn a player can move one of his ghosts one step vertically or horizontally. Moving into a square containing an opponent's ghost will capture the opponent's ghost and move it off from the board. Moving into a square containing an ally ghost is not allowed. A player can also move off one of his good ghosts from one of the opponent's corner squares. A player wins when one of the three conditions is satisfied: • All the player's evil ghosts are captured. • All the opponent's good ghosts are captured. • One of the player's good ghosts is moved off the board from one of the opponent's corner squares. ###Ludii (game "Geister" (players 2) (equipment {(board (square 6)) (hand Each size:2) (piece "GhostGood" Each) (piece "GhostEvil" Each) (regions "HomeP1" P1 (difference (expand (sites Bottom) steps:1) (union (sites Side E) (sites Side W)))) (regions "HomeP2" P2 (difference (expand (sites Top) steps:1) (union (sites Side E) (sites Side W)))) (regions "EscapeP1" P1 {30 35}) (regions "EscapeP2" P2 {0 5}) (map "Where" {(pair (id "GhostGood" P1) (handSite P1)) (pair (id "GhostEvil" P1) (handSite P1 1)) (pair (id "GhostGood" P2) (handSite P2)) (pair (id "GhostEvil" P2) (handSite P2 1))})}) (rules (start {(place "GhostGood1" 36 count:4) (place "GhostEvil1" 37 count:4) (set Hidden (sites Hand P1) to:P2) (place "GhostGood2" 38 count:4) (place "GhostEvil2" 39 count:4) (set Hidden (sites Hand P2) to:P1)}) phases:{(phase "Placement" (play (move (from (sites Occupied by:Mover container:(mover))) (to (forEach (sites Mover "Home") if:(is Empty (site)))) (then (if (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) (and {(set Hidden (sites P2 "Home") False to:P1) (set Hidden (sites P1 "Home") False to:P2) (set Hidden What (sites P2 "Home") to:P1) (set Hidden What (sites P1 "Home") to:P2)}))))) (nextPhase (all Sites (sites Hand P2) if:(= 0 (count Cell at:(site)))) "Movement")) (phase "Movement" (play (forEach Piece {"GhostGood" "GhostEvil"} (or (move Step Orthogonal (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (add (piece (what at:(to))) (to (mapEntry "Where" (what at:(to))))))))) (move Select (from (intersection (sites Occupied by:Mover component:"GhostGood") (sites Mover "Escape"))) (then (trigger "Escaped" (mover))))))) (end {(if (or {(no Pieces Mover "GhostEvil" in:(sites Board)) (no Pieces Next "GhostGood" in:(sites Board)) (is Triggered "Escaped" Mover)}) (result Mover Win)) (if (or (no Pieces Next "GhostEvil" in:(sites Board)) (no Pieces Mover "GhostGood" in:(sites Board))) (result Mover Loss))}))}))
10x10 board. Each player has one piece and move according to the roll of one die. Representations of snakes and ladders are scattered throughout the board, connecting two spaces. If a player lands at the bottom of the ladder at the end of their move, they advance to the space at the top of the ladder. If a player ends their turn on a space with the head of a snake, they move down to the space with the tail of the snake. The first player to move off the last space of the board wins.
(game "Gyan Chaupar" (players 4) (equipment {(board (square 10) (track "Track" "0,E,N1,W,N1,E,N1,W,N1,E,N1,W,N1,E,N1,W,N1,E,N1,W" directed:True)) (piece "Pawn" Each (move (from (from) level:(level)) (to (mapEntry (trackSite Move steps:(count Pips)))))) (dice num:1) (map {(pair "B1" "C4") (pair "D1" "G2") (pair "H1" "J4") (pair "A3" "B5") (pair "E4" "D5") (pair "H3" "D9") (pair "J8" "J10") (pair "A8" "A10") (pair "J6" "G7") (pair "B7" "C2") (pair "G5" "F3") (pair "E2" "F1") (pair "D7" "A6") (pair "C10" "C8") (pair "H10" "H8") (pair "E10" "E8") (pair "G9" "D3") (pair "H6" "E6") (pair "I5" "J2")})}) (rules (start (place Stack items:{"Pawn4" "Pawn3" "Pawn2" "Pawn1"} coord:"A1")) (play (do (roll) next:(forEach Piece))) (end (if (is In (last To) (sites {(trackSite EndSite)})) (result Mover Win)))))
###Description 10x10 board. Each player has one piece and move according to the roll of one die. Representations of snakes and ladders are scattered throughout the board, connecting two spaces. If a player lands at the bottom of the ladder at the end of their move, they advance to the space at the top of the ladder. If a player ends their turn on a space with the head of a snake, they move down to the space with the tail of the snake. The first player to move off the last space of the board wins. ###Ludii (game "Gyan Chaupar" (players 4) (equipment {(board (square 10) (track "Track" "0,E,N1,W,N1,E,N1,W,N1,E,N1,W,N1,E,N1,W,N1,E,N1,W" directed:True)) (piece "Pawn" Each (move (from (from) level:(level)) (to (mapEntry (trackSite Move steps:(count Pips)))))) (dice num:1) (map {(pair "B1" "C4") (pair "D1" "G2") (pair "H1" "J4") (pair "A3" "B5") (pair "E4" "D5") (pair "H3" "D9") (pair "J8" "J10") (pair "A8" "A10") (pair "J6" "G7") (pair "B7" "C2") (pair "G5" "F3") (pair "E2" "F1") (pair "D7" "A6") (pair "C10" "C8") (pair "H10" "H8") (pair "E10" "E8") (pair "G9" "D3") (pair "H6" "E6") (pair "I5" "J2")})}) (rules (start (place Stack items:{"Pawn4" "Pawn3" "Pawn2" "Pawn1"} coord:"A1")) (play (do (roll) next:(forEach Piece))) (end (if (is In (last To) (sites {(trackSite EndSite)})) (result Mover Win)))))
The board is drawn in the sand, with any large number of holes in a spiral pattern. The starting point is before the first hole in the outer ring of the spiral, and is made as a mound of sand; the goal is another mound of sand at the center of the spiral. Each player has one piece, which they place on the starting mound. Another piece, the hyena, also begins on the starting mound. Four throwing sticks, with a black side and a white side, used as dice. The values of the throws are as follows: four white sides = 20; three white sides = 5; two white sides = 0; one white sides = 9; all black sides = 80. Players throw, move, and throw again until they throw a 0. When a player reaches the goal, they then play as the hyena on their turn. When the hyena catches up to another player's piece, it drags the piece with it, until throwing a 0. When a 0 is thrown, the player moves back to the place where they were before the hyena dragged them, and must overtake the hyena in this turn. If the player cannot, they are removed from the game. If the player is overtaken by the hyena a second time, they are removed from the game. The game has 4 players.
(game "Ishighan" (players 4) (equipment {(board (spiral turns:5 sites:86) {(track "Track" {86 85 84 83 82 81 80 79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0} directed:True)} use:Vertex) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 20) (pair 1 5) (pair 2 0) (pair 3 9) (pair 4 80)}) (piece "Stick" Each (if (= (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) -1) (move (from (from) level:(level)) (to 0) (then (if (= 1 (value Player Mover)) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (forEach Level (site) FromTop (if (= (what at:(site) level:(level)) (id "Hyena" Neutral)) (set Value Mover 2))))))) (move (from (from) level:(level)) (to (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) if:True) (then (if (= 1 (value Player Mover)) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (forEach Level (site) FromTop (if (= (what at:(site) level:(level)) (id "Hyena" Neutral)) (set Value Mover 2)))))))) maxState:85) (piece "Hyena" Neutral) (hand P1)}) (rules (start {(place Stack items:{"Stick4" "Stick3" "Stick2" "Stick1"} (handSite P1)) (place Stack "Hyena0" (handSite P1))}) (play (do (roll) next:(if (= 0 (where "Stick" Mover)) (if (!= (mapEntry "Throw" (count Pips)) 0) (move (from (if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1)) level:(where Level "Hyena" Neutral at:(if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1)))) (to (trackSite Move from:(if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1)) "Track" steps:(mapEntry "Throw" (count Pips)))) (then (if (= (last To) 0) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (if (!= (site) (last To)) (forEach Level (site) FromTop (remove (site) level:(level))))) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (if (!= (site) (last To)) (forEach Level (site) FromTop (fromTo (from (site) level:(level)) (to (last To) (apply (if (and (= 0 (state at:(site) level:(level))) (!= 0 (who at:(site) level:(level)))) (if (<= (site) (- (count Vertices) 1)) (set State at:(site) level:(level) (site))))))))))))) (move Pass (then (forEach Site (sites Board) (forEach Level (site) FromTop (if (!= 0 (state at:(site) level:(level))) (if (< 0 (value Player (who at:(site) level:(level)))) (remove (site) level:(level)) (fromTo (from (site) level:(level)) (to (state at:(site) level:(level)) (apply (and (set State at:(site) level:(level) 0) (set Value (player (who at:(site) level:(level))) 1)))))))))))) (if (!= (mapEntry "Throw" (count Pips)) 0) (or (forEach Piece) (forEach Piece container:1)) (move Pass (then (if (= 1 (value Player Mover)) (remove (where "Stick" Mover) level:(where Level "Stick" Neutral at:(where "Stick" Mover)))))))) (then (if (!= (mapEntry "Throw" (count Pips)) 0) (moveAgain))))) (end {(forEach Player if:(no Pieces Player) (result Player Loss)) (forEach Player if:(or (= (if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1)) 0) (and {(is Occupied 0) (>= 1 (count Sites in:(difference (sites Occupied by:All) (if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1))))) (= 1 (size Stack at:(if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1))))})) (result Player Win))})))
###Description The board is drawn in the sand, with any large number of holes in a spiral pattern. The starting point is before the first hole in the outer ring of the spiral, and is made as a mound of sand; the goal is another mound of sand at the center of the spiral. Each player has one piece, which they place on the starting mound. Another piece, the hyena, also begins on the starting mound. Four throwing sticks, with a black side and a white side, used as dice. The values of the throws are as follows: four white sides = 20; three white sides = 5; two white sides = 0; one white sides = 9; all black sides = 80. Players throw, move, and throw again until they throw a 0. When a player reaches the goal, they then play as the hyena on their turn. When the hyena catches up to another player's piece, it drags the piece with it, until throwing a 0. When a 0 is thrown, the player moves back to the place where they were before the hyena dragged them, and must overtake the hyena in this turn. If the player cannot, they are removed from the game. If the player is overtaken by the hyena a second time, they are removed from the game. The game has 4 players. ###Ludii (game "Ishighan" (players 4) (equipment {(board (spiral turns:5 sites:86) {(track "Track" {86 85 84 83 82 81 80 79 78 77 76 75 74 73 72 71 70 69 68 67 66 65 64 63 62 61 60 59 58 57 56 55 54 53 52 51 50 49 48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 29 28 27 26 25 24 23 22 21 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0} directed:True)} use:Vertex) (dice d:2 from:0 num:4) (map "Throw" {(pair 0 20) (pair 1 5) (pair 2 0) (pair 3 9) (pair 4 80)}) (piece "Stick" Each (if (= (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) -1) (move (from (from) level:(level)) (to 0) (then (if (= 1 (value Player Mover)) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (forEach Level (site) FromTop (if (= (what at:(site) level:(level)) (id "Hyena" Neutral)) (set Value Mover 2))))))) (move (from (from) level:(level)) (to (trackSite Move "Track" steps:(mapEntry "Throw" (count Pips))) if:True) (then (if (= 1 (value Player Mover)) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (forEach Level (site) FromTop (if (= (what at:(site) level:(level)) (id "Hyena" Neutral)) (set Value Mover 2)))))))) maxState:85) (piece "Hyena" Neutral) (hand P1)}) (rules (start {(place Stack items:{"Stick4" "Stick3" "Stick2" "Stick1"} (handSite P1)) (place Stack "Hyena0" (handSite P1))}) (play (do (roll) next:(if (= 0 (where "Stick" Mover)) (if (!= (mapEntry "Throw" (count Pips)) 0) (move (from (if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1)) level:(where Level "Hyena" Neutral at:(if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1)))) (to (trackSite Move from:(if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1)) "Track" steps:(mapEntry "Throw" (count Pips)))) (then (if (= (last To) 0) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (if (!= (site) (last To)) (forEach Level (site) FromTop (remove (site) level:(level))))) (forEach Site (sites Track "Track" from:(last From) to:(last To)) (if (!= (site) (last To)) (forEach Level (site) FromTop (fromTo (from (site) level:(level)) (to (last To) (apply (if (and (= 0 (state at:(site) level:(level))) (!= 0 (who at:(site) level:(level)))) (if (<= (site) (- (count Vertices) 1)) (set State at:(site) level:(level) (site))))))))))))) (move Pass (then (forEach Site (sites Board) (forEach Level (site) FromTop (if (!= 0 (state at:(site) level:(level))) (if (< 0 (value Player (who at:(site) level:(level)))) (remove (site) level:(level)) (fromTo (from (site) level:(level)) (to (state at:(site) level:(level)) (apply (and (set State at:(site) level:(level) 0) (set Value (player (who at:(site) level:(level))) 1)))))))))))) (if (!= (mapEntry "Throw" (count Pips)) 0) (or (forEach Piece) (forEach Piece container:1)) (move Pass (then (if (= 1 (value Player Mover)) (remove (where "Stick" Mover) level:(where Level "Stick" Neutral at:(where "Stick" Mover)))))))) (then (if (!= (mapEntry "Throw" (count Pips)) 0) (moveAgain))))) (end {(forEach Player if:(no Pieces Player) (result Player Loss)) (forEach Player if:(or (= (if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1)) 0) (and {(is Occupied 0) (>= 1 (count Sites in:(difference (sites Occupied by:All) (if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1))))) (= 1 (size Stack at:(if (!= (where "Hyena" Neutral) -1) (where "Hyena" Neutral) (handSite P1))))})) (result Player Win))})))
9x9 board. Nine horse-shaped pieces per player. Pieces begin in the spaces along opposite sides of the board. Pieces move orthogonally one space and then diagonally another, jumping over any intervening pieces. A player may capture one of the opponent's pieces by moving onto a space occupied by the opponent's piece. The goal is to move to the central space on the board. To win a knight as to reach the central square.
(game "Jeson Mor" (players 2) (equipment {(board (square 9)) (piece "Knight" Each (move Leap {{F F R F} {F F L F}} (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to)))))))}) (rules (start {(place "Knight1" (sites Bottom)) (place "Knight2" (sites Top))}) (play (forEach Piece)) (end {(if (no Pieces Next) (result Mover Win)) (if (is In (last To) (sites Centre)) (result Mover Win))})))
###Description 9x9 board. Nine horse-shaped pieces per player. Pieces begin in the spaces along opposite sides of the board. Pieces move orthogonally one space and then diagonally another, jumping over any intervening pieces. A player may capture one of the opponent's pieces by moving onto a space occupied by the opponent's piece. The goal is to move to the central space on the board. To win a knight as to reach the central square. ###Ludii (game "Jeson Mor" (players 2) (equipment {(board (square 9)) (piece "Knight" Each (move Leap {{F F R F} {F F L F}} (to if:(not (is Friend (who at:(to)))) (apply (if (is Enemy (who at:(to))) (remove (to)))))))}) (rules (start {(place "Knight1" (sites Bottom)) (place "Knight2" (sites Top))}) (play (forEach Piece)) (end {(if (no Pieces Next) (result Mover Win)) (if (is In (last To) (sites Centre)) (result Mover Win))})))
Each turn consists of moving a piece one square orthogonally in any direction. An animal may eat any animal smaller than itself by moving on to its square. The only exception to this rule is that the rat can kill the elephant. If the same animals meet, the animal moving on to a square eats the animal already there. Three pieces have special powers. When the rat reaches the river it can enter it and move along those squares squares as if it were any other. If it is in the river no other animal can attack it. The rat is unable to attack the elephant from the river. If both rats meet in the river the moving piece eats the other one. When a lion or a tiger reaches a square on the edge of the river, at the next move it can jump over the river in any orthogonal direction, landing on the nearest land square. It captures any smaller animal on that square: if, however, there is a rat in the river in the line of the jump, it blocks this move. Each side has three trap-squares and the player's own pieces may move on and off them without restriction, but if an enemy animal occupies a trap-square, it loses all its power and becomes weaker than any defending piece. As soon as it moves out of the trap it regains its full strength. A player may not move any of his animals on to his own den. The player who moves any of their pieces into the enemy's den wins.
(game "Jungle" (players 2) (equipment {(board (rectangle 9 7)) (piece "Elephant" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to)))))) (piece "Lion" Each (or {(move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to))))) (move Hop (directions {W E}) (between (max 2) if:(is In (between) (forEach (sites "Water") if:(is Empty (site)))) (apply (remove (between)))) (to if:(and {(not (is In (to) (sites "Water"))) (not (is Friend (who at:(to)))) (<= (state at:(to)) (state at:(from)))}))) (move Hop (directions {N S}) (between (max 3) if:(is In (between) (forEach (sites "Water") if:(is Empty (site)))) (apply (remove (between)))) (to if:(and {(not (is In (to) (sites "Water"))) (not (is Friend (who at:(to)))) (<= (state at:(to)) (state at:(from)))})))})) (piece "Tiger" Each (or {(move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to))))) (move Hop (directions {W E}) (between (max 2) if:(is In (between) (forEach (sites "Water") if:(is Empty (site)))) (apply (remove (between)))) (to if:(and {(not (is In (to) (sites "Water"))) (not (is Friend (who at:(to)))) (<= (state at:(to)) (state at:(from)))}))) (move Hop (directions {N S}) (between (max 3) if:(is In (between) (forEach (sites "Water") if:(is Empty (site)))) (apply (remove (between)))) (to if:(and {(not (is In (to) (sites "Water"))) (not (is Friend (who at:(to)))) (<= (state at:(to)) (state at:(from)))})))})) (piece "Leopard" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to)))))) (piece "Dog" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to)))))) (piece "Wolf" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to)))))) (piece "Cat" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to)))))) (piece "Rat" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (sites Mover))) (or (<= (state at:(to)) (state at:(from))) (and (not (is In (from) (sites "Water"))) (= (what at:(to)) (id "Elephant" Next))))) (apply (remove (to)))))) (regions "Water" (sites {"B4" "C4" "B5" "C5" "B6" "C6" "E4" "F4" "E5" "F5" "E6" "F6"})) (regions "Trap" (sites {"C1" "E1" "D2" "D8" "C9" "E9"})) (regions "Den" P1 (sites {"D1"})) (regions "Den" P2 (sites {"D9"})) (map {(pair 1 8) (pair 2 8) (pair 3 7) (pair 4 7) (pair 5 6) (pair 6 6) (pair 7 5) (pair 8 5) (pair 9 4) (pair 10 4) (pair 11 3) (pair 12 3) (pair 13 2) (pair 14 2) (pair 15 1) (pair 16 1)})}) (rules (start {(place "Rat1" coord:"G3" state:1) (place "Rat2" coord:"A7" state:1) (place "Cat1" coord:"B2" state:2) (place "Cat2" coord:"F8" state:2) (place "Wolf1" coord:"C3" state:3) (place "Wolf2" coord:"E7" state:3) (place "Dog1" coord:"F2" state:4) (place "Dog2" coord:"B8" state:4) (place "Leopard1" coord:"E3" state:5) (place "Leopard2" coord:"C7" state:5) (place "Tiger1" coord:"A1" state:6) (place "Tiger2" coord:"G9" state:6) (place "Lion1" coord:"G1" state:7) (place "Lion2" coord:"A9" state:7) (place "Elephant1" coord:"A3" state:8) (place "Elephant2" coord:"G7" state:8)}) (play (forEach Piece (then (and (if (is In (last From) (sites "Trap")) (set State at:(last To) (mapEntry (what at:(last To))))) (if (is In (last To) (sites "Trap")) (set State at:(last To) 0)))))) (end (if (is In (last To) (sites Next)) (result Mover Win)))))
###Description Each turn consists of moving a piece one square orthogonally in any direction. An animal may eat any animal smaller than itself by moving on to its square. The only exception to this rule is that the rat can kill the elephant. If the same animals meet, the animal moving on to a square eats the animal already there. Three pieces have special powers. When the rat reaches the river it can enter it and move along those squares squares as if it were any other. If it is in the river no other animal can attack it. The rat is unable to attack the elephant from the river. If both rats meet in the river the moving piece eats the other one. When a lion or a tiger reaches a square on the edge of the river, at the next move it can jump over the river in any orthogonal direction, landing on the nearest land square. It captures any smaller animal on that square: if, however, there is a rat in the river in the line of the jump, it blocks this move. Each side has three trap-squares and the player's own pieces may move on and off them without restriction, but if an enemy animal occupies a trap-square, it loses all its power and becomes weaker than any defending piece. As soon as it moves out of the trap it regains its full strength. A player may not move any of his animals on to his own den. The player who moves any of their pieces into the enemy's den wins. ###Ludii (game "Jungle" (players 2) (equipment {(board (rectangle 9 7)) (piece "Elephant" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to)))))) (piece "Lion" Each (or {(move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to))))) (move Hop (directions {W E}) (between (max 2) if:(is In (between) (forEach (sites "Water") if:(is Empty (site)))) (apply (remove (between)))) (to if:(and {(not (is In (to) (sites "Water"))) (not (is Friend (who at:(to)))) (<= (state at:(to)) (state at:(from)))}))) (move Hop (directions {N S}) (between (max 3) if:(is In (between) (forEach (sites "Water") if:(is Empty (site)))) (apply (remove (between)))) (to if:(and {(not (is In (to) (sites "Water"))) (not (is Friend (who at:(to)))) (<= (state at:(to)) (state at:(from)))})))})) (piece "Tiger" Each (or {(move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to))))) (move Hop (directions {W E}) (between (max 2) if:(is In (between) (forEach (sites "Water") if:(is Empty (site)))) (apply (remove (between)))) (to if:(and {(not (is In (to) (sites "Water"))) (not (is Friend (who at:(to)))) (<= (state at:(to)) (state at:(from)))}))) (move Hop (directions {N S}) (between (max 3) if:(is In (between) (forEach (sites "Water") if:(is Empty (site)))) (apply (remove (between)))) (to if:(and {(not (is In (to) (sites "Water"))) (not (is Friend (who at:(to)))) (<= (state at:(to)) (state at:(from)))})))})) (piece "Leopard" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to)))))) (piece "Dog" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to)))))) (piece "Wolf" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to)))))) (piece "Cat" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (union (sites "Water") (sites Mover)))) (<= (state at:(to)) (state at:(from)))) (apply (remove (to)))))) (piece "Rat" Each (move Step Orthogonal (to if:(and (is In (to) (difference (union (sites Occupied by:Next) (sites Empty)) (sites Mover))) (or (<= (state at:(to)) (state at:(from))) (and (not (is In (from) (sites "Water"))) (= (what at:(to)) (id "Elephant" Next))))) (apply (remove (to)))))) (regions "Water" (sites {"B4" "C4" "B5" "C5" "B6" "C6" "E4" "F4" "E5" "F5" "E6" "F6"})) (regions "Trap" (sites {"C1" "E1" "D2" "D8" "C9" "E9"})) (regions "Den" P1 (sites {"D1"})) (regions "Den" P2 (sites {"D9"})) (map {(pair 1 8) (pair 2 8) (pair 3 7) (pair 4 7) (pair 5 6) (pair 6 6) (pair 7 5) (pair 8 5) (pair 9 4) (pair 10 4) (pair 11 3) (pair 12 3) (pair 13 2) (pair 14 2) (pair 15 1) (pair 16 1)})}) (rules (start {(place "Rat1" coord:"G3" state:1) (place "Rat2" coord:"A7" state:1) (place "Cat1" coord:"B2" state:2) (place "Cat2" coord:"F8" state:2) (place "Wolf1" coord:"C3" state:3) (place "Wolf2" coord:"E7" state:3) (place "Dog1" coord:"F2" state:4) (place "Dog2" coord:"B8" state:4) (place "Leopard1" coord:"E3" state:5) (place "Leopard2" coord:"C7" state:5) (place "Tiger1" coord:"A1" state:6) (place "Tiger2" coord:"G9" state:6) (place "Lion1" coord:"G1" state:7) (place "Lion2" coord:"A9" state:7) (place "Elephant1" coord:"A3" state:8) (place "Elephant2" coord:"G7" state:8)}) (play (forEach Piece (then (and (if (is In (last From) (sites "Trap")) (set State at:(last To) (mapEntry (what at:(last To))))) (if (is In (last To) (sites "Trap")) (set State at:(last To) 0)))))) (end (if (is In (last To) (sites Next)) (result Mover Win)))))
Forty stones, arranged in a circle, with larger gaps (doors) between the stones after every ten. The gaps between the stones are the playing spaces. Any number of players. One stick per player. Three sticks used as dice, one marked with two notches, one marked with three notches, the other marked with ten notches. The value of the throw is the number of notches which land face up. Players move their sticks around the board, beginning at one of the doors. Players may choose in which direction to proceed around the board. When a player lands on the same space as an opponent, the opponent's piece is sent back to the starting door. The first player to complete the circuit of the board wins. The game has 2 players.
(game "Kawasukuts" (players 2) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (regions "Gates" (sites {36 37 38 39})) (piece "Marker" Each (if (= (value Player Mover) -1) (or (if (!= (trackSite Move "TrackCW" steps:(count Pips)) -1) (if (or (is In (trackSite Move "TrackCW" steps:(count Pips)) (sites Empty)) (is Enemy (who at:(trackSite Move "TrackCW" steps:(count Pips))))) (move (from (from) level:(level)) (to (trackSite Move "TrackCW" steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to)))))))) (then (if (= (value Player Mover) -1) (set Value Mover 1)))) (if (!= (trackSite Move "TrackCCW" steps:(count Pips)) -1) (if (or (is In (trackSite Move "TrackCCW" steps:(count Pips)) (sites Empty)) (is Enemy (who at:(trackSite Move "TrackCCW" steps:(count Pips))))) (move (from (from) level:(level)) (to (trackSite Move "TrackCCW" steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to)))))))) (then (if (= (value Player Mover) -1) (set Value Mover 2))))) (if (!= (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(count Pips)) (trackSite Move "TrackCW" steps:(count Pips))) -1) (if (or (is In (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(count Pips)) (trackSite Move "TrackCW" steps:(count Pips))) (sites Empty)) (is Enemy (who at:(if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(count Pips)) (trackSite Move "TrackCW" steps:(count Pips)))))) (move (from (from) level:(level)) (to (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(count Pips)) (trackSite Move "TrackCW" steps:(count Pips))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to))))))))))) (dice d:2 facesByDie:{{0 2} {0 3} {0 10}} num:3) (hand Each)}) (rules (start (place "Marker" "Hand")) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites "Gates")) (then (set Value at:(last To) (last To))))) (nextPhase Mover "Playing")) (phase "Playing" (play (do (roll) next:(forEach Piece))) (end (if (and (!= 0 (count Pips)) (if (= 1 (value Player Mover)) (is In (value Piece at:(where "Marker" Mover)) (sites Track "TrackCW" from:(trackSite Move from:(last From) "TrackCW" steps:1) to:(last To))) (is In (value Piece at:(where "Marker" Mover)) (sites Track "TrackCCW" from:(trackSite Move from:(last From) "TrackCCW" steps:1) to:(last To))))) (result Mover Win))))}))
###Description Forty stones, arranged in a circle, with larger gaps (doors) between the stones after every ten. The gaps between the stones are the playing spaces. Any number of players. One stick per player. Three sticks used as dice, one marked with two notches, one marked with three notches, the other marked with ten notches. The value of the throw is the number of notches which land face up. Players move their sticks around the board, beginning at one of the doors. Players may choose in which direction to proceed around the board. When a player lands on the same space as an opponent, the opponent's piece is sent back to the starting door. The first player to complete the circuit of the board wins. The game has 2 players. ###Ludii (game "Kawasukuts" (players 2) (equipment {(board (add (remove (concentric {44}) vertices:{43 21 0 22}) edges:{{20 18} {0 1} {19 21} {38 39}}) {(track "TrackCW" {39 35 33 31 29 27 25 23 21 19 38 17 15 13 11 9 7 5 3 1 37 0 2 4 6 8 10 12 14 16 36 18 20 22 24 26 28 30 32 34} loop:True) (track "TrackCCW" {39 34 32 30 28 26 24 22 20 18 36 16 14 12 10 8 6 4 2 0 37 1 3 5 7 9 11 13 15 17 38 19 21 23 25 27 29 31 33 35} loop:True)} use:Edge) (regions "Gates" (sites {36 37 38 39})) (piece "Marker" Each (if (= (value Player Mover) -1) (or (if (!= (trackSite Move "TrackCW" steps:(count Pips)) -1) (if (or (is In (trackSite Move "TrackCW" steps:(count Pips)) (sites Empty)) (is Enemy (who at:(trackSite Move "TrackCW" steps:(count Pips))))) (move (from (from) level:(level)) (to (trackSite Move "TrackCW" steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to)))))))) (then (if (= (value Player Mover) -1) (set Value Mover 1)))) (if (!= (trackSite Move "TrackCCW" steps:(count Pips)) -1) (if (or (is In (trackSite Move "TrackCCW" steps:(count Pips)) (sites Empty)) (is Enemy (who at:(trackSite Move "TrackCCW" steps:(count Pips))))) (move (from (from) level:(level)) (to (trackSite Move "TrackCCW" steps:(count Pips)) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to)))))))) (then (if (= (value Player Mover) -1) (set Value Mover 2))))) (if (!= (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(count Pips)) (trackSite Move "TrackCW" steps:(count Pips))) -1) (if (or (is In (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(count Pips)) (trackSite Move "TrackCW" steps:(count Pips))) (sites Empty)) (is Enemy (who at:(if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(count Pips)) (trackSite Move "TrackCW" steps:(count Pips)))))) (move (from (from) level:(level)) (to (if (= (value Player Mover) 2) (trackSite Move "TrackCCW" steps:(count Pips)) (trackSite Move "TrackCW" steps:(count Pips))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (value Piece at:(to))))))))))) (dice d:2 facesByDie:{{0 2} {0 3} {0 10}} num:3) (hand Each)}) (rules (start (place "Marker" "Hand")) phases:{(phase "Placement" (play (move (from (handSite Mover)) (to (sites "Gates")) (then (set Value at:(last To) (last To))))) (nextPhase Mover "Playing")) (phase "Playing" (play (do (roll) next:(forEach Piece))) (end (if (and (!= 0 (count Pips)) (if (= 1 (value Player Mover)) (is In (value Piece at:(where "Marker" Mover)) (sites Track "TrackCW" from:(trackSite Move from:(last From) "TrackCW" steps:1) to:(last To))) (is In (value Piece at:(where "Marker" Mover)) (sites Track "TrackCCW" from:(trackSite Move from:(last From) "TrackCCW" steps:1) to:(last To))))) (result Mover Win))))}))
King's Valley is a very simple and easy game to play. This is because all the pieces move the same. Any piece can move straight horizontal, vertical or diagonal, but always as far as possible. Pieces always stop their movement either at the sides of the board or before another piece in the same row, column, or diagonal. The winner is the first player that manages to move his king piece to the central square of the board, which represents the King's Valley.
(game "King's Valley" (players 2) (equipment {(board (square 5)) (piece "Disc" Each (move (from) (to (sites LineOfSight Farthest at:(from))))) (piece "King" Each (move (from) (to (sites LineOfSight Farthest at:(from)))))}) (rules (start {(place "King1" (intersection (sites Bottom) (sites Column 2))) (place "King2" (intersection (sites Top) (sites Column 2))) (place "Disc1" (difference (sites Bottom) (sites Column 2))) (place "Disc2" (difference (sites Top) (sites Column 2)))}) (play (forEach Piece)) (end (if (is In (where "King" Mover) (sites Centre)) (result Mover Win)))))
###Description King's Valley is a very simple and easy game to play. This is because all the pieces move the same. Any piece can move straight horizontal, vertical or diagonal, but always as far as possible. Pieces always stop their movement either at the sides of the board or before another piece in the same row, column, or diagonal. The winner is the first player that manages to move his king piece to the central square of the board, which represents the King's Valley. ###Ludii (game "King's Valley" (players 2) (equipment {(board (square 5)) (piece "Disc" Each (move (from) (to (sites LineOfSight Farthest at:(from))))) (piece "King" Each (move (from) (to (sites LineOfSight Farthest at:(from)))))}) (rules (start {(place "King1" (intersection (sites Bottom) (sites Column 2))) (place "King2" (intersection (sites Top) (sites Column 2))) (place "Disc1" (difference (sites Bottom) (sites Column 2))) (place "Disc2" (difference (sites Top) (sites Column 2)))}) (play (forEach Piece)) (end (if (is In (where "King" Mover) (sites Centre)) (result Mover Win)))))
Pieces move as knights in Chess. The goal is to be the first player to reach the opposite side of the board from the starting position.
(game "Knightthrough" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Knight" Each (move Leap {{F F R F} {F F L F}} forward:True (to if:(not (is Friend (who at:(to)))) (apply (remove (to)))))) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Knight1" (expand (sites Bottom))) (place "Knight2" (expand (sites Top)))}) (play (forEach Piece)) (end (if (is In (last To) (sites Mover)) (result Mover Win)))))
###Description Pieces move as knights in Chess. The goal is to be the first player to reach the opposite side of the board from the starting position. ###Ludii (game "Knightthrough" (players {(player N) (player S)}) (equipment {(board (square 8)) (piece "Knight" Each (move Leap {{F F R F} {F F L F}} forward:True (to if:(not (is Friend (who at:(to)))) (apply (remove (to)))))) (regions P1 (sites Top)) (regions P2 (sites Bottom))}) (rules (start {(place "Knight1" (expand (sites Bottom))) (place "Knight2" (expand (sites Top)))}) (play (forEach Piece)) (end (if (is In (last To) (sites Mover)) (result Mover Win)))))
5x5 board, with the central square on each side and the central square of the board marked with an X. Two to four players, each with four pieces, which start on one of the marked squares on the edge of the board. Four cowrie shells used as dice. The throws are as follows, with the value of the throws equaling the number of mouths which land up, all mouths down = 8, and grants the player another throw. Pieces moves in a spiral track around the board in an anti-clockwise direction until they reach the space before the starting point, at which point they proceed around the inner circles in a clockwise direction, and then to the central space. When a player lands on a space occupied by an opponent's piece, the opponent's piece is sent back to their starting position. When a player reaches the central square by an exact throw, it is removed from the board. The first player to remove all four of their pieces from the board wins. The game involves 4 players.
(game "Main Pacheh" (players 4) (equipment {(board (square 5) {(track "Track1" "2,E,N,W,S,E1,N3,E2,S2,W1,12" P1 directed:True) (track "Track2" "22,W,S,E,N,W1,S3,W2,N2,E1,12" P2 directed:True) (track "Track3" "14,N,W,S,E,N1,W3,N2,E2,S1,12" P3 directed:True) (track "Track4" "10,S,E,N,W,S1,E3,S2,W2,N1,12" P4 directed:True)}) (piece "Marker" Each (if (!= (trackSite Move steps:(mapEntry "ThrowDiceValue" (count Pips))) -1) (if (or (is Empty (trackSite Move steps:(mapEntry "ThrowDiceValue" (count Pips)))) (is Enemy (who at:(trackSite Move steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (move (from (from) level:(level)) (to (trackSite Move steps:(mapEntry "ThrowDiceValue" (count Pips))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "StartingPoint" (who at:(to))))))))) (then (if (= 12 (last To)) (remove (last To)))))) (map "ThrowDiceValue" {(pair 0 8) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 4)}) (map "StartingPoint" {(pair 1 2) (pair 2 22) (pair 3 14) (pair 4 10)}) (dice d:2 from:0 num:4)}) (rules (start {(place Stack "Marker1" 2 count:4) (place Stack "Marker2" 22 count:4) (place Stack "Marker3" 14 count:4) (place Stack "Marker4" 10 count:4)}) (play (do (roll) next:(if (can Move (forEach Piece)) (forEach Piece (then (if (= (mapEntry "ThrowDiceValue" (count Pips)) 8) (moveAgain)))) (move Pass (then (if (= (mapEntry "ThrowDiceValue" (count Pips)) 8) (moveAgain))))))) (end (if (no Pieces Mover) (result Mover Win)))))
###Description 5x5 board, with the central square on each side and the central square of the board marked with an X. Two to four players, each with four pieces, which start on one of the marked squares on the edge of the board. Four cowrie shells used as dice. The throws are as follows, with the value of the throws equaling the number of mouths which land up, all mouths down = 8, and grants the player another throw. Pieces moves in a spiral track around the board in an anti-clockwise direction until they reach the space before the starting point, at which point they proceed around the inner circles in a clockwise direction, and then to the central space. When a player lands on a space occupied by an opponent's piece, the opponent's piece is sent back to their starting position. When a player reaches the central square by an exact throw, it is removed from the board. The first player to remove all four of their pieces from the board wins. The game involves 4 players. ###Ludii (game "Main Pacheh" (players 4) (equipment {(board (square 5) {(track "Track1" "2,E,N,W,S,E1,N3,E2,S2,W1,12" P1 directed:True) (track "Track2" "22,W,S,E,N,W1,S3,W2,N2,E1,12" P2 directed:True) (track "Track3" "14,N,W,S,E,N1,W3,N2,E2,S1,12" P3 directed:True) (track "Track4" "10,S,E,N,W,S1,E3,S2,W2,N1,12" P4 directed:True)}) (piece "Marker" Each (if (!= (trackSite Move steps:(mapEntry "ThrowDiceValue" (count Pips))) -1) (if (or (is Empty (trackSite Move steps:(mapEntry "ThrowDiceValue" (count Pips)))) (is Enemy (who at:(trackSite Move steps:(mapEntry "ThrowDiceValue" (count Pips)))))) (move (from (from) level:(level)) (to (trackSite Move steps:(mapEntry "ThrowDiceValue" (count Pips))) (apply if:(is Enemy (who at:(to))) (fromTo (from (to)) (to (mapEntry "StartingPoint" (who at:(to))))))))) (then (if (= 12 (last To)) (remove (last To)))))) (map "ThrowDiceValue" {(pair 0 8) (pair 1 1) (pair 2 2) (pair 3 3) (pair 4 4)}) (map "StartingPoint" {(pair 1 2) (pair 2 22) (pair 3 14) (pair 4 10)}) (dice d:2 from:0 num:4)}) (rules (start {(place Stack "Marker1" 2 count:4) (place Stack "Marker2" 22 count:4) (place Stack "Marker3" 14 count:4) (place Stack "Marker4" 10 count:4)}) (play (do (roll) next:(if (can Move (forEach Piece)) (forEach Piece (then (if (= (mapEntry "ThrowDiceValue" (count Pips)) 8) (moveAgain)))) (move Pass (then (if (= (mapEntry "ThrowDiceValue" (count Pips)) 8) (moveAgain))))))) (end (if (no Pieces Mover) (result Mover Win)))))
On a player's turn he or she must perform one of the following actions: 1) Move a tower (2-stack) by distributing its two stones into the two nearest cells in any one direction. Each destination cell must be empty or contain a single friendly stone. 2) Sacrifice a single tower stone to remove an adjacent enemy wall (1-stack). Sacrifice is not forced. Goal: A player wins immediately by reaching any cell of his or her opponent's home row, or by stalemating his or her opponent. Stack limit is 2. Standard 7 x 8, one row Immediately after reaching goal.
(game "Murus Gallicus" (players {(player N) (player S)}) (equipment {(board (rectangle 7 8)) (piece "Counter_isometric" Each) (regions "RomanGoal1" P1 (sites Top)) (regions "GaulGoal2" P2 (sites Bottom))}) (rules (start {(place Stack "Counter_isometric1" (sites {0 1 2 3 4 5 6 7}) count:2) (place Stack "Counter_isometric2" (sites {48 49 50 51 52 53 54 55}) count:2)}) (play (if (is Prev Mover) (or (move (from (last From)) (to (last To)) stack:True (then (and (remove (last To)) (remove (last To))))) (move Pass)) (forEach Piece "Counter_isometric" (or {(move Hop (from if:(and (is Mover (who at:(from))) (= (size Stack at:(from)) 2))) (between if:(or (is Empty (between)) (and (is Mover (who at:(between))) (< (size Stack at:(between)) 2))) (apply (fromTo (from) (to (between))))) (to if:(or (is Empty (to)) (and (is Mover (who at:(to))) (< (size Stack at:(to)) 2)))) stack:True) (move Step (from if:(and (is Mover (who at:(from))) (= (size Stack at:(from)) 2))) (to if:(and (is Enemy (who at:(to))) (= 1 (size Stack at:(to)))) (apply (remove (to)))) stack:True (then (and (fromTo (from (last To)) (to (last From))) (remove (last To))))) (move Step (from if:(and (is Mover (who at:(from))) (= (size Stack at:(from)) 2))) (to if:(and (is Enemy (who at:(to))) (= (size Stack at:(to)) 3)) (apply (remove (to)))) stack:True (then (and {(fromTo (from (last To)) (to (last From))) (remove (last To)) (moveAgain)}))) (move Hop (from if:(and (is Mover (who at:(from))) (= (size Stack at:(from)) 3))) (difference All Backwards) (between (range 1 2) if:True) (to if:(and (not (is Enemy (who at:(to)))) (not (is Mover (who at:(to))))))) (move Hop (from if:(and (is Mover (who at:(from))) (= (size Stack at:(from)) 3))) (difference All Backwards) (between (range 1 2) if:True) (to if:(is Enemy (who at:(to)))) (then (and (remove (last To)) (remove (last To)))))}) top:True))) (end {(if (no Moves Next) (result Mover Win)) (if (and {(is In (last To) (sites Mover)) (not (is Enemy (who at:(last To)))) (is Mover (who at:(last To)))}) (result Mover Win))})))
###Description On a player's turn he or she must perform one of the following actions: 1) Move a tower (2-stack) by distributing its two stones into the two nearest cells in any one direction. Each destination cell must be empty or contain a single friendly stone. 2) Sacrifice a single tower stone to remove an adjacent enemy wall (1-stack). Sacrifice is not forced. Goal: A player wins immediately by reaching any cell of his or her opponent's home row, or by stalemating his or her opponent. Stack limit is 2. Standard 7 x 8, one row Immediately after reaching goal. ###Ludii (game "Murus Gallicus" (players {(player N) (player S)}) (equipment {(board (rectangle 7 8)) (piece "Counter_isometric" Each) (regions "RomanGoal1" P1 (sites Top)) (regions "GaulGoal2" P2 (sites Bottom))}) (rules (start {(place Stack "Counter_isometric1" (sites {0 1 2 3 4 5 6 7}) count:2) (place Stack "Counter_isometric2" (sites {48 49 50 51 52 53 54 55}) count:2)}) (play (if (is Prev Mover) (or (move (from (last From)) (to (last To)) stack:True (then (and (remove (last To)) (remove (last To))))) (move Pass)) (forEach Piece "Counter_isometric" (or {(move Hop (from if:(and (is Mover (who at:(from))) (= (size Stack at:(from)) 2))) (between if:(or (is Empty (between)) (and (is Mover (who at:(between))) (< (size Stack at:(between)) 2))) (apply (fromTo (from) (to (between))))) (to if:(or (is Empty (to)) (and (is Mover (who at:(to))) (< (size Stack at:(to)) 2)))) stack:True) (move Step (from if:(and (is Mover (who at:(from))) (= (size Stack at:(from)) 2))) (to if:(and (is Enemy (who at:(to))) (= 1 (size Stack at:(to)))) (apply (remove (to)))) stack:True (then (and (fromTo (from (last To)) (to (last From))) (remove (last To))))) (move Step (from if:(and (is Mover (who at:(from))) (= (size Stack at:(from)) 2))) (to if:(and (is Enemy (who at:(to))) (= (size Stack at:(to)) 3)) (apply (remove (to)))) stack:True (then (and {(fromTo (from (last To)) (to (last From))) (remove (last To)) (moveAgain)}))) (move Hop (from if:(and (is Mover (who at:(from))) (= (size Stack at:(from)) 3))) (difference All Backwards) (between (range 1 2) if:True) (to if:(and (not (is Enemy (who at:(to)))) (not (is Mover (who at:(to))))))) (move Hop (from if:(and (is Mover (who at:(from))) (= (size Stack at:(from)) 3))) (difference All Backwards) (between (range 1 2) if:True) (to if:(is Enemy (who at:(to)))) (then (and (remove (last To)) (remove (last To)))))}) top:True))) (end {(if (no Moves Next) (result Mover Win)) (if (and {(is In (last To) (sites Mover)) (not (is Enemy (who at:(last To)))) (is Mover (who at:(last To)))}) (result Mover Win))})))